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authordshaligram <dshaligram@c06c8d41-db1a-0410-9941-cceddc491573>2006-11-22 08:44:28 +0000
committerdshaligram <dshaligram@c06c8d41-db1a-0410-9941-cceddc491573>2006-11-22 08:44:28 +0000
commit6adb570984828b2c36de2952c18e722641fbf802 (patch)
treed5365635676e7e8f10133a4e4e66d8eceb68e098
parent1d0f57cbceb778139ca215cc4fcfd1584951f6dd (diff)
downloadcrawl-ref-6adb570984828b2c36de2952c18e722641fbf802.tar.gz
crawl-ref-6adb570984828b2c36de2952c18e722641fbf802.zip
Merged stone_soup r15:451 into trunk part 2 (non-source changes).
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@453 c06c8d41-db1a-0410-9941-cceddc491573
-rw-r--r--crawl-ref/CREDITS29
-rw-r--r--crawl-ref/INSTALL277
-rw-r--r--crawl-ref/README.crawl_ref13
-rw-r--r--crawl-ref/README.stone_soup.txt72
-rw-r--r--crawl-ref/build_nt.txt41
-rw-r--r--crawl-ref/docs/build_nt.txt56
-rw-r--r--crawl-ref/docs/changes.stone_soup230
-rw-r--r--crawl-ref/docs/crawl.txt1250
-rw-r--r--crawl-ref/docs/crawl_macros.txt245
-rw-r--r--crawl-ref/docs/crawl_manual.txt1876
-rw-r--r--crawl-ref/docs/crawl_options.txt1026
-rw-r--r--crawl-ref/docs/keys.pdfbin0 -> 33431 bytes
-rw-r--r--crawl-ref/docs/keys.txt206
-rw-r--r--crawl-ref/docs/lualicense.txt34
-rw-r--r--crawl-ref/docs/mt19937.txt40
-rw-r--r--crawl-ref/docs/obsolete/buglist.txt (renamed from crawl-ref/docs/buglist.txt)0
-rw-r--r--crawl-ref/docs/obsolete/changes.340 (renamed from crawl-ref/docs/changes.340)0
-rw-r--r--crawl-ref/docs/obsolete/changes.400 (renamed from crawl-ref/docs/changes.400)0
-rw-r--r--crawl-ref/docs/obsolete/messlog.txt (renamed from crawl-ref/docs/messlog.txt)0
-rw-r--r--crawl-ref/docs/obsolete/todo.txt (renamed from crawl-ref/docs/todo.txt)0
-rw-r--r--crawl-ref/docs/obsolete/versions.txt (renamed from crawl-ref/docs/versions.txt)0
-rw-r--r--crawl-ref/docs/pcre-license.txt68
-rw-r--r--crawl-ref/docs/tables.txt151
-rw-r--r--crawl-ref/init.txt751
-rw-r--r--crawl-ref/mac/68K_Stub.r144
-rw-r--r--crawl-ref/mac/Crawl.r303
-rw-r--r--crawl-ref/mac/Crawl4.mcpbin211299 -> 0 bytes
-rw-r--r--crawl-ref/mac/Precomp (Common).h75
-rw-r--r--crawl-ref/mac/Precomp (Mac-D).pch++16
-rw-r--r--crawl-ref/mac/Precomp (Mac-R).pch++19
-rw-r--r--crawl-ref/mac/Precomp (Posix-D).pch++17
-rw-r--r--crawl-ref/mac/Precomp (Posix-R).pch++18
-rw-r--r--crawl-ref/readme.txt16
33 files changed, 4409 insertions, 2564 deletions
diff --git a/crawl-ref/CREDITS b/crawl-ref/CREDITS
new file mode 100644
index 0000000000..f538d8d79a
--- /dev/null
+++ b/crawl-ref/CREDITS
@@ -0,0 +1,29 @@
+The Dungeon Crawl Stone Soup team (Peter Berger, Nat Lanza, Haran Pilpel, Erik
+Piper, David Ploog, Darshan Shaligram) would like to thank:
+
+* Linley Henzell, the author of Dungeon Crawl, for writing this great game.
+
+* Brent Ross, Dungeon Crawl 4.0/4.1 maintainer. Stone Soup owes a lot to his
+ ideas and code in Crawl 4.1.
+
+* Other members of the 4.0 Crawl development team: Michal Valvoda, Guus Sliepen,
+ Brian Robinson, Mark Mackey, Gordon Lipford, Daniel Ligon, Jesse Jones, Josh
+ Fishman, Don Brodale.
+
+* Everyone else who has contributed to Crawl in the past.
+
+We'd also like to thank members of the Dungeon Crawl community who have
+contributed to Dungeon Crawl Stone Soup:
+
+Matthew Cline
+Elethiomel
+Ben Goetter
+R. Dan Henry
+Benoit Hudson
+Ryan Kusnery
+Erkki Nurmi
+Yuuma Oohara
+Pedro
+Johanna Ploog
+David Rose
+Johan Strandell
diff --git a/crawl-ref/INSTALL b/crawl-ref/INSTALL
new file mode 100644
index 0000000000..6e8e26f1ee
--- /dev/null
+++ b/crawl-ref/INSTALL
@@ -0,0 +1,277 @@
+Install instructions for Dungeon Crawl Stone Soup (DCSS)
+--------------------------------------------------------
+(Last updated on 20061107 for Dungeon Crawl Stone Soup 0.1.3.)
+
+Building Dungeon Crawl Stone Soup
+---------------------------------
+Crawl Stone Soup is known to compile successfully on the following platforms as
+of version 0.1:
+
+- Any Unix with a recent gcc (and g++), GNU make and libncurses, including
+ Linux and Mac OS X.
+- Microsoft Windows NT/2000/XP. The game will also run on Windows 9X and ME.
+ DOS binaries can also be compiled on Windows NT+.
+
+The only supported compiler is gcc (available on almost all Unixes, and as djgpp
+for DOS, and MinGW for Windows).
+
+Other platforms are unsupported, but you should be able to build Crawl on
+pretty much any operating system with a modern C++ compiler (full support for
+the standard C++ library, in particular <string>, the collection classes and
+<algorithm> is necessary) and the curses library.
+
+
+Optional libraries
+------------------
+Crawl can be built with some optional features:
+* Sounds
+* Regular expressions
+* Lua support
+
+Crawl Stone Soup also uses a level compiler to compile special level
+definitions; to make changes to the level compiler, you'll need the flex and
+bison/byacc tools (Other lex/yaccs may also work). More details are available
+below.
+
+Sounds must be enabled by editing AppHdr.h (uncomment SOUND_PLAY_COMMAND on
+Unixes or WINMM_PLAY_SOUNDS on Windows).
+
+Regular expressions require libpcre on non-Unix operating systems. On Unixes,
+the standard POSIX regular expression support is adequate for Crawl's needs.
+
+Lua support requires liblua, which you can build by downloading the sources from
+www.lua.org. On most Unixes, you can also use the native package management
+system to easily install lua.
+
+
+Makefile system
+---------------
+Crawl uses a selector makefile (under source/makefile) to control what platform
+it's building for. Your first step in building Crawl should be to edit
+source/makefile and point it at the correct platform makefile. For instance, if
+you're building for Windows, you'd use MAKEFILE=makefile.mgw to build with MinGW
+for Windows (# is used for comments in makefiles).
+
+Consult the operating-system specific sections for detailed information on
+building Crawl.
+
+
+Building on Unix (Linux, *BSD, Solaris, etc.)
+---------------------------------------------
+
+* Prerequisites:
+
+GNU gcc and g++, GNU make, libncurses or libcurses.
+
+flex and bison are optional but highly recommended. Recent versions of byacc are
+also fine.
+
+* Building:
+
+* cd to the source directory (you can safely ignore the dolinks.sh and
+ domake.sh scripts).
+
+* Edit makefile and make sure that MAKEFILE=makefile.unix is uncommented and
+ all other MAKEFILE= lines are commented out.
+
+* Edit AppHdr.h and check that SAVE_DIR_PATH, SAVE_PACKAGE_CMD and
+ LOAD_UNPACKAGE_CMD are set correctly for your system. If you do not want your
+ saves packaged in a zip archive, it's safe to comment out SAVE_PACKAGE_CMD and
+ LOAD_UNPACKAGE_CMD.
+
+* If you don't have flex or bison, edit makefile.unix and set DOYACC := n. If
+ you want to use byacc instead of bison, edit makefile.unix and set YACC :=
+ byacc. On some Linuxes you may not have lex symlinked to flex, in which case
+ you'll have to set LEX := flex in makefile.unix.
+
+* Run make to build the normal (non-wizard) Crawl. On systems such as Solaris,
+ you may have to use gmake for GNU make. Make sure your make identifies itself
+ as GNU make when you do make --version.
+
+* If you have Lua, you can edit AppHdr.h and uncomment
+ // #define CLUA_BINDINGS
+ then add -llua to your LIB = line in makefile.unix, and rebuild to compile with
+ Lua support.
+
+
+Building on Mac OS X
+--------------------
+You can follow the Linux instructions to build Crawl (but note you still need to
+install Xcode to get gcc and make), or alternatively you can use Xcode.
+
+* Crawl has been tested with Xcode 2.4 under OS X 10.4.7 on both PPC and Intel
+ machines, but is likely to be buildable with earlier versions.
+
+* Make sure Xcode is installed. Xcode should be available on the OS X install
+ DVD if you haven't already installed it.
+
+* Open the Xcode project (Crawl.xcodeproj) under the "source" directory.
+
+* Hit Build in Xcode.
+
+* The default build configuration, Release, will build a ppc/i386 Universal
+ binary suitable for play on all OS X 10.3.9 or newer systems. The other build
+ configurations are intended for development and may not result in a binary
+ that can be distributed to others.
+
+* You can also use makefile.osx, which will run xcodebuild from the command line.
+
+* If you have Lua installed, you can add your lua headers and liblua library to
+ the 'Crawl' target in the Xcode project, uncomment the '#define CLUA_BINDINGS'
+ line in AppHdr.h, and rebuild to compile with Lua support.
+
+
+Building on Windows
+-------------------
+
+NOTE: Building for Windows+MinGW on Windows 9x/ME may work, but we've not tested
+it. You may be better off using the DOS build instructions if you're on 9x/ME.
+
+We've also not tested or updated the makefile for Borland C++. We strongly
+recommend using MinGW if possible.
+
+* Install MinGW from http://www.mingw.org. The MinGW 5.0.2 installer is best so
+ you don't have to fiddle with individual packages (you can mess with the
+ individual packages if you like to, of course). If you want to edit the level
+ compiler, also get the flex and bison packages (available from the GnuWin32
+ project on Sourceforge: http://gnuwin32.sourceforge.net/).
+
+* Make sure you have g++ and mingw32-make in your path.
+
+* cd to the the Crawl source directory.
+
+* Build Crawl by running
+ mingw32-make MAKEFILE=makefile.mgw
+
+* If you have Lua and/or libpcre, you can edit AppHdr.h and uncomment
+ these lines:
+ // #define CLUA_BINDINGS
+ and
+ // #define REGEX_PCRE
+ Note that there are multiple // #define REGEX_PCRE lines in AppHdr.h - find
+ the one in the Windows-specific section.
+
+* If you have flex and bison, edit makefile.mgw and set DOYACC := y.
+
+* Add -llua and -lpcre to the LIB line in makefile.mgw as:
+ LIB = -lwinmm -static -llua -lpcre
+ and build Crawl to include Lua and regex support.
+
+* When you're done, you should have crawl.exe under a "rel" subdirectory.
+
+
+Building on DOS
+---------------
+
+* Install djgpp from http://www.delorie.com/djgpp/. Don't forget to include C++
+ support when the Zip picker asks for what you want. You may also have to
+ download GNU make as a separate package. It's important to follow the install
+ instructions carefully, because bad installs can produce rather confusing
+ error messages.
+
+* Make sure gxx and make are in your PATH.
+
+* If you want to modify the level compiler, install the djgpp flex, bison and m4
+ packages and set DOYACC := y in makefile.dos.
+
+* cd to the Crawl source directory.
+
+* Build Crawl by running
+ make MAKEFILE=makefile.dos
+
+* If you have Lua and/or PCRE, edit makefile.dos and change this line:
+ CFLAGS = -D$(OS_TYPE) $(EXTRA_FLAGS)
+ to
+ CFLAGS = -D$(OS_TYPE) $(EXTRA_FLAGS) -DCLUA_BINDINGS -DREGEX_PCRE
+ Add -llua and -lpcre to the LIB line in makefile.dos, like so:
+ LIB = -llua -lpcre
+ then build Crawl.
+
+* When the build is done, crawl.exe should be in the source directory.
+
+*****************************************************************************
+
+The level compiler
+------------------
+(NOTE: The level compiler is not in its final form yet; these instructions are
+likely to change for future releases.)
+
+Crawl uses a level compiler to convert the human-readable level design (.des)
+files in the source/dat directory into code that's compiled into Crawl.
+
+If you're using one of the standard makefiles, the steps described in this
+section are performed automatically:
+
+The level compiler source is in the source/util directory (levcomp.lpp and
+levcomp.ypp). The steps involved in building the level compiler are:
+
+* Run flex on levcomp.lpp to produce the levcomp.lex.cc lexer.
+* Run bison on levcomp.ypp to produce the levcomp.tab.cc parser and
+ levcomp.tab.h
+* Compile the resulting C++ source files with mapdef.cc (in the main source
+ directory) and levcomp.cc to produce the levcomp executable.
+
+Once you've built the level compiler, run it on the .des files in source/dat and
+append the results to mapdefs.ixx:
+
+levcomp(.exe) mapdefs.ixx < dat/vaults.des
+levcomp(.exe) -a mapdefs.ixx < dat/splev.des
+(the -a option tells levcomp to append to mapdefs.ixx instead of overwriting the
+existing contents.)
+
+When mapdefs.ixx is built, Crawl can be compiled as before. mapdefs.ixx is
+#included in maps.cc.
+
+For convenience on systems that don't have flex/bison, pre-generated
+intermediate files are provided under source/prebuilt. The makefiles provided
+with the Crawl source distribution will use these pre-generated files
+automatically if flex/bison is not available.
+
+If you're using an Integrated Development Environment and don't want to modify
+the level design files at all, a pre-generated mapdefs.ixx is provided in
+source/prebuilt - you can add source/prebuilt as an include directory and build
+Crawl as before. (This is not necessary if you're using Xcode on OS X
+- the Xcode project provided with the source distribution is aware of the level
+compiler and will build and use it automatically.)
+
+*****************************************************************************
+Optional Libraries
+------------------
+
+Lua
+---
+NOTE: When linking in Lua, the makefile LIB line usually looks like this:
+
+LIB = -llua
+
+If you're using Lua older than 5.1, though, the Lua library comprises of *two*
+libraries: liblua and liblualib (yes, confusing), so you need
+
+LIB = -llua -llualib
+
+
+Getting Lua:
+
+On Unixes your package management system is the best way to get Lua. Make
+sure to install the development headers and not just the naked library.
+
+On Windows, Lua binaries are available on luaforge.net. You should find links to
+get binaries from www.lua.org.
+
+On DOS, you get the joy of compiling Lua yourself. It's not hard, and you can
+use the existing Windows support in the Lua makefiles with some minor
+modifications, but you may be better served using the official Crawl Stone Soup
+binaries if you want Lua with your Crawl and don't want to compile Lua.
+
+
+PCRE
+----
+On Unixes, you're better served by the existing POSIX regular expression
+support. If you want PCRE, your package management system is again your best
+bet. Remember to install development headers, not just the plain library.
+
+On Windows, PCRE binaries are available from
+http://gnuwin32.sourceforge.net/packages/pcre.htm
+
+On DOS you get the joy of building PCRE yourself. It's a little more annoying
+than building Lua (you have to roll your own makefile), but not by much.
diff --git a/crawl-ref/README.crawl_ref b/crawl-ref/README.crawl_ref
deleted file mode 100644
index 776e48758b..0000000000
--- a/crawl-ref/README.crawl_ref
+++ /dev/null
@@ -1,13 +0,0 @@
-Dungeon Crawl Reference Notes
-------- ----- --------- -----
-
-What you have downloaded is *not* Linley's Dungeon Crawl. It's a parallel
-effort, currently not quite a fork.
-
-The goal of this version is to provide a stable base platform for
-experimentation and patches, and to fill in the gaps during times when
-Dungeon Crawl's main maintainer is not available.
-
-Please do not send bug reports for this code to the main Dungeon Crawl
-maintainers -- the odds are good that the code that's causing you problems
-isn't code they wrote, and they won't be able to help you.
diff --git a/crawl-ref/README.stone_soup.txt b/crawl-ref/README.stone_soup.txt
new file mode 100644
index 0000000000..97b91c7c05
--- /dev/null
+++ b/crawl-ref/README.stone_soup.txt
@@ -0,0 +1,72 @@
+Dungeon Crawl (Stone Soup)
+------- ----- ------ -----
+
+(If you'd like to dive in and start playing Crawl right away, see readme.txt.)
+
+What you have downloaded is *not* Linley's Dungeon Crawl. This is a somewhat
+experimental branch of the Dungeon Crawl Reference project (codenamed Stone
+Soup). Note that this is a branch, and is NOT the official Dungeon Crawl
+Reference.
+
+The goal of this version is to build on Dungeon Crawl Reference (which aims to
+be the stable base platform for experimentation and patches, and to fill in the
+gaps during times when Dungeon Crawl's main maintainer is not available) with
+good features drawn from sources such as Brent Ross' 4.1.2 alpha, and ideas
+from the community of Dungeon Crawl players and to keep development on Dungeon
+Crawl moving without destablizing game balance.
+
+Please do not send bug reports for this code to the main Dungeon Crawl
+maintainers -- the odds are good that the code that's causing you problems
+isn't code they wrote, and they won't be able to help you.
+
+-----------------------------------------------------------------------------
+
+Dungeon Crawl Stone Soup is a game of dungeon exploration, combat and magic,
+involving characters of diverse skills, worshipping deities of great power and
+caprice. To win, you'll need to be a master of tactics and strategy, and prevail
+against overwhelming odds.
+
+The following files in your main Crawl directory are crucial:
+
+crawl - Starts the game.
+crawl.exe
+
+init.txt - These files (which one depends on your OS) contains the options of
+.crawlrc Crawl. Since the defaults are well suited for playing, don't bother
+ with this in the beginning.
+ Note that permanent death is not an option, but a feature!
+macro.txt - Playing Crawl can be made even more convenient by redefining keys
+ and assigning macros. It is recommended that you fiddle with these
+ only after a couple of games.
+
+The docs directory contains the following helpful files:
+
+crawl_manual.txt - This is the complete manual; describing all species, classes,
+ types of items, etc.
+crawl_options.txt - Here all the options you can give Crawl are described in
+ detail; feel free to skip this until you feel comfortable with the
+ game.
+crawl_macros.txt - It is wise to ignore this at first, too. (Unless you
+ experience serious problems with some keys, in which case you may
+ want to have a look at the keymaps section.)
+ Just remember for later that you can improve your Crawl experience
+ by adjusting interface options and defining your own macros.
+tables.txt - Unlike some other roguelike games, winning in Crawl does not
+ require an exhaustive knowledge of the game's internals. However,
+ here are tables which may be interesting to players. The central
+ information therein can be deduced from other sources (like the
+ manual), and it is perfectly possible to win without knowing
+ these numbers.
+
+If you have questions concerning the game, or have found a bug, do not hesitate
+to inquire at the newsgroup
+ rec.games.roguelike.misc
+with your problem. Since other games are discussed over there as well, it is
+polite to flag your post with -crawl-. Please read the group for a while before
+posting to get a feel for the right way to post articles about Crawl.
+
+Stone Soup's homepage is
+ http://crawl-ref.sourceforge.net
+Look here for downloads of the most recent version (source and binaries).
+Stone Soup is supported on Linux, Windows, OS/X, and DOS, and will probably
+compile and run on any reasonably modern Unix.
diff --git a/crawl-ref/build_nt.txt b/crawl-ref/build_nt.txt
deleted file mode 100644
index 4b5b4645ab..0000000000
--- a/crawl-ref/build_nt.txt
+++ /dev/null
@@ -1,41 +0,0 @@
-Notes for building crawl with VACPP
------------------------------------
-* when including source, make sure source type is
- defined to be 'cpp' - VACPP doesn't know how to
- handle .cc extensions.
-* include libw32c.cc as a source object;
- ignore the other lib*.cc files
-* define the macro WIN32CONSOLE
-* MUST build with signedchars = yes
-* MUST build with emumsize = 4
-* target architecture should probably be 486 machines.
-
- According to jmf, targetting Pentium class machines
- implies Pentium-specific instructions which are
- actually slower on PPro/PII/PIII machines.
-
-Other than this, it's pretty straightforward.
-
-
-Notes for building crawl with Borland C++ 5.01
-----------------------------------------------
-Don't bother. Borland C++ 5.01 has a broken
-STL library that requires manual patching to get
-around. Use the free commandline tools from Borland
-instead.
-
-Notes for building crawl with Borland C++ 5.5 free commandline tools
---------------------------------------------------------------------
-* make sure your ilink32.cfg contains entries for at least lib and lib\psdk,
- for example:
- -L"g:\bcc55\lib;g:\bcc55\lib\psdk"
- (This may already be done if you've set up Borland for use with VIDE)
-
-* cd to the source directory and edit 'makefile'
- * set MAKEFILE=makefile.bor
- * comment out the OTHER=-j2 line
- * remove EXTRA_FLAGS=... from command (set flags in makefile.bor instead)
-
-* finally, type 'make all' ('make' may default to 'make debug' which isn't
- quite supported yet using the free tools)
-
diff --git a/crawl-ref/docs/build_nt.txt b/crawl-ref/docs/build_nt.txt
deleted file mode 100644
index c6c7373eae..0000000000
--- a/crawl-ref/docs/build_nt.txt
+++ /dev/null
@@ -1,56 +0,0 @@
-Notes for building crawl with VACPP
------------------------------------
-* when including source, make sure source type is
- defined to be 'cpp' - VACPP doesn't know how to
- handle .cc extensions.
-* include libw32c.cc as a source object;
- ignore the other lib*.cc files
-* define the macro WIN32CONSOLE
-* MUST build with signedchars = yes
-* MUST build with enumsize = 4
-* target architecture should probably be 486 machines.
-
- According to jmf, targetting Pentium class machines
- implies Pentium-specific instructions which are
- actually slower on PPro/PII/PIII machines.
-
-Other than this, it's pretty straightforward.
-
-
-Notes for building crawl with Borland C++ 5.01
-----------------------------------------------
-* must alter the Tool information for CppCompile to
- 'understand' .cc extensions (in Advanced Tools Settings)
-* include libw32c.cc as source; ignore other lib*.cc files
-* define macro WIN32CONSOLE
-* MUST build with "Unsigned Characters" OFF
-* MUST build with "Allocate Enums as Ints" ON
-* MUST set search directories so that the Crawl Source directory
- is searched before the BC5\INCLUDE directory.
-* target architecture should probably be 486 machines
- (see note for VACPP)
-* helps to set Warnings to "Selected Subset only" or you
- get ZILLIONS of warnings. I usually turn off all the
- "Code Efficiency" warnings. :)
-* for best results, specify following in target expert:
- - Win32 Console Application (.exe)
- - _Everything_ unchecked
- - Static linking
-
-Notes for building crawl with mingw
-------------------------------------------
-* In makefile specify makefile.w32. Other notes:
- - make sure your path includes mingw binaries
- - set LIB to your mingw lib directory
- - set INCLUDE to your mingw include directory
- - the makefile defines WIN32CONSOLE like above
- - -Wall will generate a fair number of warnings
-* Tested on Win98 and Win2000.
-* Current build is not statically linked.
-* See notes above for target arch code gen switches
-* This is currently tested only with 2.95.2
- I anticipate no problems with mingw 3.0.1 but
- haven't had time to update yet.
-* This also currently doesn't statically link
-
-
diff --git a/crawl-ref/docs/changes.stone_soup b/crawl-ref/docs/changes.stone_soup
new file mode 100644
index 0000000000..f2de5d6635
--- /dev/null
+++ b/crawl-ref/docs/changes.stone_soup
@@ -0,0 +1,230 @@
+Stone Soup 0.1.3 (20061116)
+---------------------------
+* Updated documentation and reorganised the manual.
+* Jewellery puton/remove interface can now automatically remove amulets and
+ rings before wearing new jewellery.
+* Rings/staves of wizardry give a bigger boost to spell success rates.
+* [1594109] Fixed bad messages when trying to animate a weapon if no weapon is
+ wielded.
+* [1589854] Orange and silver statues are now monsters.
+* [1593356] Fixed ghouls being able to mutate.
+* Fixed undead decomposing from mutation only if wearing an amulet of resist
+ mutation.
+* [1593318] Rearranged skills display for ranged combat and unarmed combat.
+* [1593089] Escape can be used to break out of sequential pickup prompt in
+ addition to 'q'.
+* Curare-tipped needles are more fragile than ordinary needles.
+* [1592629] \ now shows item identification knowledge in shops.
+* [1592521] Fixed the invisibility check for tracer beams to produce nicer
+ results.
+* Fixed beta 26 bug: Glow contamination has an extremely severe mutation rate.
+* [1591152] Fixed macros being able to infinite loop.
+* makefile.lnx renamed to makefile.unix.
+* [1578169] More intelligent messages when monsters hit themselves.
+* [1591105] Invisible monsters can no longer 'gesture wildly.'
+* Added an option, increasing_skill_progress (default false), which if true
+ makes skills display in increasing percentiles.
+* [1591103] Fixed incorrect no-damage messages with vorpal brands.
+* [1590656] Fixed bad claw message.
+* [1591269] Dissection failure hints why without easy_butcher.
+* [1585863] Added a level compiler.
+* [1589868] Lightning grounds on metal walls; fire/cold reflect off green
+ crystal.
+* [1588662] Let the player know why they didn't pass out after berserking.
+* [1589824] Long messages were being truncated.
+* [1587182] Eliminated possibility of murky clear potions.
+* [1588587] Amulets of resist corrosion also reduce acid damage.
+* [1585820] Lowered skill penalties for player draconian colours.
+* [1589141] Mimics can no longer push player off stairs.
+* [1588831] Fixed poison frost/flame beams from blowguns being useless.
+* [1581270] Amulet of the gourmand refactoring:
+ - When hungry, only converts contaminated chunks to clean.
+ - When not hungry, converts contaminated to clean, and provides nutrition
+ based on how long it's been worn, the effects maxing at 200 turns with
+ AotG. Maybe we should increase this further.
+ - Rotten chunks will sicken susceptible races even with AotG.
+ - Appropriate flavour messages for chunk taste.
+ - Changed description of AotG.
+* Beam code rewritten.
+* Line-of-sight code rewritten.
+* [1584969] Allow the user to cancel out of a spell at targeting prompt without
+ losing the turn.
+* [1581221] When taking a low-hp note, also mention what caused the hp loss.
+* Chain lightning is a little more powerful.
+* Shields can be worn/taken-off faster.
+* Nemelex has a small chance of giving piety even for junk.
+* [1586069] Fixed player yellow draconians not having a BWpn delay.
+* [1585811] Fixed inability to generate fixedarts.
+* [1585793] Increased frequency of altars and mini-temples.
+* Fixed multidrop not remembering previously selected items that were
+ not dropped.
+* Okawaru is less eager to shower missiles on the player.
+* Slightly upped MR for draconians and death drakes.
+* [1571251] Added a character picker to select existing savefiles.
+* [1580955] Fixed mesclr() not happening for keypad action in DOS.
+* [1581536] Monsters won't break fleeing if hit by missiles.
+* [1578124] Additional help for level-map.
+* [1581418] Curse toes are now visibly different from curse skulls.
+* [1581730] Monster draconians can now have a base colour + skill title.
+* [1578847] Summoned unholies are hostile to worshippers of good.
+* [1567659] Ammo can ID through use.
+* [1574591] Wait for one second after hinting "a fine choice".
+* [1576514] Bees could cause bad fight messages.
+* [1578752] Better handling of init.txt locations.
+* [1581210] Draconians go to Zot, deep elves leave.
+* [1571320] Ghost names were being truncated badly.
+* [1571272] Ignore rod-recharge MP fluctuation while resting.
+* [1578875] Added JPEG's trapwalk.lua to the list of official Lua scripts.
+* Changed autopickup default to be the same as in the standard init.txt.
+* [1579636] Fixed notes being generated after death.
+* [1565579] [1565575] Rods and missile launchers work with shields.
+* [1574462] Fixed labyrinth files not being deleted correctly.
+* [1577066] If all items on a square are squelched, the squelch is ignored.
+* [1563661] Character dump section order is now configurable with dump_order.
+* Updated keyboard help screen.
+* [1575175] Fixed orcs getting elven and dwarvish equipment.
+* [1575517] Fixed broken colouring on rod spell screen.
+* Piety gain works normally in the temple again.
+* [1571342] Fixed bad grammar for rotting meat.
+* Stash-tracking defaults to "explicit", rather than "none".
+* Accept g as an alternative key to go into the pickup menu.
+* Superior submerge behaviour for monsters in fountains.
+* Fixed acquirement giving bad items (specifically with barding.)
+* [1571334] Fixed clumsy titles: "Master of Thousand Battles",
+ "Master of Arcane".
+* Lochaber axes now get correct combat messages.
+* [1563548] Escape dumps you out of both menu and prompt.
+* [1571278] Horn of Geryon monsters are defined as MF_CREATED_FRIENDLY and thus
+ give no benefits when dying.
+* [1571276] Altar cards don't look for a better spot.
+* Import of (most of) 4.1's view code.
+* Spriggans are told that they are fast.
+* [1567636] Made the Orcish Mines entrance message more informative.
+* [1568413] Conjurers and wizards get to choose their starting spellbook.
+* [1567640] Uniques with less than 5 hit dice can't get top-tier wands in their
+ starting inventory.
+* [1563668] Travel respects easy_open.
+* Added a better go-to-hell message when attempting to cast Swiftness in water.
+* Berserkers now have stealth 0.
+* 4.1 import: better messages when gaining skills, better '@' report.
+* [1567625] Moths++.
+* Ctrl-C is handled better on DOS and Windows.
+* [1567688] Change Ogre starting weapon from club to ancus.
+* [1567482] Capped wands of hasting at 9 charges.
+* [1567674] Description change for wands of disintegration.
+* [1567652] Empty wands are marked [empty].
+* [1567641] Butchery asks you to pick a corpse before switching weapons.
+* [1567621] Warning if corpse rots during dissection.
+* [1567613] Removed CMD_OBSOLETE_INVOKE.
+* [1564899] Added "Power" column for spells screen.
+* [1566657] Rings of teleportation are now pricier.
+* [1566759] Fixed merfolk getting duplicate messages when entering water.
+* [1566652] Fixed control teleport being noted in the dump even if unIDed.
+
+Stone Soup 0.1.2 (20060927)
+---------------------------
+* Fixed shift-running and /-running on Windows and Unix.
+* Giant (spiked) clubs were wieldable by almost everybody, fixed.
+* Fixed giant clubs not producing brown snakes with sticks-to-snakes.
+* Refixed Sif Muna piety gain - was much too fast.
+* Weapon properties are closer to 4.0.
+* Included Elethiomel's key help page on ?
+
+Stone Soup 0.1.1 (20060926)
+---------------------------
+* The Inscriptions patch joins the party (minus keybindings changes).
+* Applied Matthew Cline's additions to the Inscriptions patch: more notes on
+ monsters, auto-notes based on messages, etc.
+* Jewellery names now note uncursed status correctly (if rather verbosely)
+* Curare-tipped needles are rarer.
+* The appropriate monsters resist curare effects.
+* Okawaru no longer protects you from harm.
+* Rods are generated with smaller mana reservoirs (max 14MP).
+* Draconians are slightly weaker. Groups of draconians are smaller and more
+ homogeneous.
+* Sif Muna piety training is easier.
+* Sif Muna now has Channel Energy; Vehumet does not.
+* Okawaru is less aggressive about spamming missile gifts.
+* Fixed Ctrl+move ignoring confusion.
+* Fixed broken keypad handling in level-map on DOS.
+* Fixed jelly pits appearing at low levels.
+* Added % command to show resists and other useful statistics.
+* Fixed bad flaming/freezing brands on missile launchers (reported by
+ Rubinstein).
+* Miscast effect explosions now always hit
+* Fixed fireballs (and other explosions) being blocked by shields.
+* Thrown needles are very inaccurate.
+* Plain old elves are now of the correct intelligence.
+* Scrolls of immolation can't burn themselves up.
+* Player ghosts get MS_LEVEL_SUMMON if the player had Shadow Creatures.
+* Fixed jelly-splitting bugs.
+* Fixed splashed acid corroding items that shouldn't corrode.
+* Revised wand pricing in shops.
+* Fixed Book of Earth containing spells it shouldn't.
+* Stuff dropped in lava/deep water will now sleep with the fishes. Er, be
+ destroyed.
+* Autoprayer will not pray at altars.
+* Water elementals can now move around as intended and can be summoned on blue
+ fountains.
+* Vorpal launchers do a little more damage.
+* Fixed monsters not benefiting from vorpal launchers.
+* Fixed kill listing bugs on DOS.
+* Quasits can now be generated.
+* "Glow" status is now shown correctly.
+* Demonspawn can get mutations while transformed.
+* Monsters polymorphing into invisible monsters will be seen correctly by
+ players with see invisible.
+* You now cannot read-identify scrolls of paper if you have three levels of
+ blurry vision.
+* Acquirement grants more gold.
+* Airstrike does more damage to flying monsters
+* Shop items are coloured to indicate affordability.
+* You can now cast spells in capital-lettered slots.
+* Flying/levitating characters take half-damage from static discharge.
+* Yellow wasps are less lethal.
+* Items can be inscribed with =k to ignore them. Ignorance is rather powerful.
+* Trolls cannot use claws for butchery when transformed.
+* Putting on rings no longer prompts for left/right finger, rings always go
+ onto left finger first if both fingers are available.
+* 'v' now also displays launcher stats.
+* Fixed bug with monsters trying to use blink as a beam spell when out of player
+ LOS.
+* 'A' screen now notes speed of centaurs and nagas.
+* \ command display is now much tidier.
+* Fixed horns mutation interaction with headgear.
+* Summoner ghosts get regular summon small mammals, not vampire small mammal
+ summon.
+* Added death drake description.
+
+Stone Soup 0.1 (20060918)
+-------------------------
+* Enhancer staves boost spell power only, not success rates
+* Chain lightning (level 8) replaces Orb of electrocution.
+* Miscellaneous spell level changes (Borgnor's, Silence, Simulacrum, Controlled
+ Blink).
+* Sif Muna piety increases only when training spell skills
+* Okawaru gives gifts of ammunition.
+* Detect creatures is somewhat inaccurate; level-map is cleared before DC.
+* The Shining One doesn't protest his Daevas dying.
+* The Shining One gives Cleansing Flame instead of Thunderbolt.
+* Rods (apart from striking) have mana reservoirs and gradually recharge mana
+ when wielded/carried.
+* Shields are better.
+* Warp brand is available once more.
+* Curare-tipped needles are available in addition to generic poisoned needles.
+* Monsters are never generated in LOS when a new game begins.
+* Monsters can swap positions with other monsters of the same class.
+* Missile launchers can be acquired/gifted by Okawaru.
+* Fire/frost missiles are more powerful.
+* Launchers support the vorpal brand.
+* Throwing skill renamed to Ranged Combat.
+* Ranged Combat now has no impact on ammo preservation.
+* Added monster draconians and death drakes. Drakes are now all on 'l' instead
+ of 'd'.
+* Added lajatang, lochaber axe and longbow.
+* Save/bones version number is now 0.x so stone_soup cannot load 4.0 saves.
+* Monsters can cast poison arrow
+* Naga melee damage upped slightly.
+* Jelly pits
+* Missile weapons are stronger.
+* Evocations no longer increases max MP.
diff --git a/crawl-ref/docs/crawl.txt b/crawl-ref/docs/crawl.txt
deleted file mode 100644
index 355522e792..0000000000
--- a/crawl-ref/docs/crawl.txt
+++ /dev/null
@@ -1,1250 +0,0 @@
- Dungeon Crawl version 3.40
- (Copyright 1997, 1998, 1999 Linley Henzell)
-
-Crawl is a fun game in the grand tradition of games like Rogue, Hack and
-Moria. Your objective is to travel deep into a subterranean cave complex and
-retrieve the Orb of Zot, which is guarded by many horrible and hideous
-creatures.
-
-Detailed instructions for playing Crawl follow. If you want to get into the
-game quickly, read the quick-start guide (README.TXT) and learn as you play.
-Otherwise, it may be worth your while to read at least part of this file
-(although it will probably confuse you somewhat). Read at least the disclaimer
-at the end of this document and the LICENCE.TXT file, though.
-
-----------------------------------------------------------------------------
- CHARACTER SPECIES
-----------------------------------------------------------------------------
-
-You have a number of different species to choose from. This affects several
-characteristics:
-
- o Your choice of classes
- o Your initial attributes
- o Occasional bonus points added to some abilities
- o The amount of hit points you get each level
- o The amount of magic points you get each level
- o Your initial equipment
- o Your rate of level advancement
- o Your rate of skill advancement
- o Various special abilities and powers
-
-Note: Some species are slower than humans in most/all skills. For some
-classes these races may seem to have very few skills because they haven't
-quite earned the first level of several of their skills (Centaurs are
-notable in this regard... although non-human Wanderers can appear to
-start with no apparent skills at all). This isn't a bug or an oversight,
-these species are just particularly weaker than humans at these classes.
-
-If you practise the skills you think or know are missing early on, they
-should pick up the remaining skills very quickly (and their training will be
-more complete).
-
-
-The species:
-
-Human:
-
- Humans tend to be hardworking and industrious, and learn new things quickly.
- The human race is the most versatile of all the species available to
- players. Humans advance quickly in levels and have equal abilities in all
- skills. Humans can also be of any class.
-
-Elves:
-
- There are a number of distinct races of elf in the world. Elves are all
- physically slight but long-lived people, quicker-witted than humans but
- sometimes slower to learn new things. Elves are especially good at using
- those skills which require a degree of finesse, such as stealth, sword-
- fighting and archery, but tend to be poor at using brute force and inelegant
- forms of combat. They find heavy armour uncomfortable, and make the finest,
- lightest armours to be found anywhere. Elves are particularly good at using
- elven weapons.
-
- Due to their fey natures, all elves are good at using enchantments and air
- elemental magic and most are poor at invoking the powers of earth and death
- (necromancy).
-
- Those of the most common strain are referred to simply as elves or, when
- they're not listening, as common elves. Common elves have good intelligence
- and dexterity, but suffer a bit in strength. They have slightly fewer HP and
- slightly more magic than humans, and advance in experience a bit more
- slowly.
-
- High elves are a tall and powerful elven race who advance in levels very
- slowly, requiring half again as much experience as do humans. They share the
- same attributes as common elves in most respects, but their strengths and
- weaknesses tend to be more pronounced.
-
- Grey elves also advance slowly, but not as slowly as high elves. They excel
- at using short and long swords and bows, but are poor at other fighting
- skills. They are excellent at all forms of magic except for necromancy.
-
- The deep elves are an elven race who long ago fled the overworld to live in
- darkness underground. There they developed their mental powers, evolving a
- natural gift for all forms of magic (including necromancy and earth magic),
- and adapted physically to their new environment, becoming shorter and weaker
- than other elves and losing all colouration. They are poor at hand-to-hand
- combat but excellent at fighting from a distance.
-
- Sludge elves are a somewhat degenerate race of elves. They are mirror images
- of normal elves in some respects: they have no special proficiency with bows
- or swords (long or short), nor do they have any aptitude in the traditional
- areas of high elven magic (enchantments, conjurations and divinations). On
- the other hand, they are superlative transmuters, and are comfortable
- dabbling in necromantic, poison and elemental magic. As fighters they are
- often more dangerous unarmed than armed. They advance in level slightly
- faster than their common brethren.
-
-Dwarves:
-
- Dwarves are short, hardy people. They love to fight, and often venture forth
- from their subterranean cities to seek fame and fortune through battle.
- Their armour and weapons are very well-crafted and much more durable than
- the products of lesser artisans. Dwarves are particularly dangerous when
- using dwarven weaponry.
-
- Hill dwarves are extremely robust but are poor at using magic. They are
- excellent at hand combat, especially favouring axes or bludgeoning weapons,
- and are good at using armour and shields, but are poor at missile combat or
- at using polearms (which are usually too big for them to wield comfortably).
- The only forms of magic which they can use with even a minimal degree of
- aptitude are earth, fire and conjurations. They advance in levels at a
- similar rate to common elves.
-
- Mountain dwarves come from the larger, more civilised communities of the
- mountains. They advance slightly more quickly than hill dwarves and are
- almost as robust while having similar aptitudes, but are slightly worse at
- fighting while being slightly better at more civilised pursuits.
-
-Halflings:
-
- Halflings, who are named for being about half the size of a human, live in
- small villages. They live simple lives, and have simple interests. Some
- times a particularly restless halfling will leave his or her village in
- search of adventure.
-
- Halflings are very small and are among the least robust of any character
- species. Although only average at most fighting skills, they can use short
- blades well and are good at all forms of missile combat. They are also very
- stealthy and good at dodging and stabbing, but are poor at magic (except
- enchantments and, for some reason, translocations). They advance in levels
- as rapidly as humans. Halflings cannot wield large weapons.
-
-Gnomes:
-
- Gnomes are an underground-dwelling race of creatures, related to the
- dwarves but even more closely in touch with the earth.
-
- They are quite small, and share many of their characteristics with
- halflings (except for the great agility), although they advance slightly
- more slowly in experience levels. They are okay at most skills, but
- excellent at earth elemental magic and very poor at air magic.
-
- Occasionally they can use their empathy with the earth to sense their
- surroundings; this ability increases in power as they gain experience
- levels.
-
-Orcs:
-
- Hill orcs are orcs from the upper world who, jealous of the riches which
- their cousins the cave orcs possess below the ground, descend in search of
- plunder and adventure.
-
- Hill orcs are as robust as the hill dwarves, but have very low reserves of
- magical energy. Their forte is brute-force fighting, and they are skilled at
- using most hand weapons (with the exception of short blades, at which they
- are only fair), although they are not particularly good at using missile
- weapons. They prefer to use their own weapons. Orcs are poor at using most
- types of magic with the exception of conjurations, necromancy, and earth and
- fire elemental magic. They advance as quickly as humans.
-
-Kobolds:
-
- Kobolds are small, ugly creatures with few redeeming features. They are not
- the sort of people you would want to spend much time with, unless you happen
- to be a kobold yourself.
-
- They have poor abilities and have similar aptitudes to halflings, without
- the excellent agility. However, they are better than halflings at using
- some types of magic, particularly summonings and necromancy. They often
- live as scavengers, surviving on carrion, but are carnivorous and can
- only eat meat. They advance in levels as quickly as humans.
-
-The Undead:
-
- As creatures brought back from beyond the grave they are naturally immune to
- poisons and negative energy, have little warmth left to be affected by cold,
- and are not susceptible to reductions in their physical or mental abilities.
-
- There are two type of undead available to players: Mummies and Ghouls.
-
-Mummies:
-
- Mummies are undead creatures who travel into the depths in search of
- revenge, redemption, or just because they want to.
-
- Mummies progress very slowly in level, half again as slow as humans, and in
- all skills except fighting, spellcasting and necromancy. As they increase in
- level they become increasingly in touch with the powers of death, but cannot
- use some types of necromancy which only affect living creatures. The side
- effects of necromantic magic tend to be relatively harmless to mummies.
- However, their dessicated bodies are highly flammable. They also do not need
- to eat or drink, and in any case are incapable of doing so.
-
-Ghouls:
-
- Ghouls are horrible undead creatures, slowly rotting away. Although ghouls
- can sleep in their graves for years on end, when they rise to walk among the
- living they must eat flesh to survive. Raw flesh is preferred, especially
- rotting or tainted meat, and ghouls gain strength from consuming it.
-
- They aren't very good at doing most things, although they make decent
- fighters and, due to their contact with the grave, can use ice, earth and
- death magic without too many difficulties.
-
-Naga:
-
- The Naga are a race of hybrids: humanoid from the waist up, with a large
- snake tail instead of legs.
-
- They are reasonably good at most things and advance in experience levels at
- a decent rate. They are naturally immune to poisons, can see invisible
- creatures, and have tough skin, but their tails are relatively slow and
- cannot move them around as quickly as can other creatures' legs (this only
- affects their movement rate; all other actions are at normal speed). Their
- body shape also prevents them from gaining full protection from most armour.
-
- Every now and then, a naga can spit poison; the range, accuracy and damage
- of this poison increases with the naga's experience level.
-
-Ogres and Ogre Mages:
-
- Ogres are huge, chunky creatures related to orcs. They are terrible monsters
- who usually live to do nothing more than smash, smash, smash, and destroy.
-
- They have great physical strength, but are bad at almost everything except
- fighting and learn quite slowly. Because of their large size they can only
- wear loose robes, cloaks and animal skins. Although ogres can eat almost
- anything, their size means that they need to do so more frequently than
- smaller folk.
-
- Ogre-mages are a separate race of ogres who are unique among the beefier
- species in their ability to use magic, especially enchantments. Although
- slighter than their common ogre relatives they nevertheless have great
- strength and can survive a lot of punishment. They advance in level as
- slowly as high elves.
-
-Trolls:
-
- Trolls are like ogres, but even nastier. They have thick, knobbly skins of
- any colour from putrid green to mucky brown and their mouths are full of
- ichor-dripping fangs.
-
- They can rip creatures apart with their claws, and regenerate very quickly
- from even the most terrible wounds. They learn very slowly indeed - even
- more slowly than high elves - and need a great amount of food to survive.
-
-Draconians:
-
- Draconians are a race of human-dragon hybrids: humanoid in form and
- approximately human-sized, with wings, tails and scaly skins. Draconians
- start out in an immature form with brown scales, but as they grow in
- power they take on a variety of colours.
-
- Some types of draconians have breath weapons. Draconians advance very slowly
- in level, but are reasonably good at all skills but armour (most types of
- which they cannot wear) and missile weapons.
-
-Centaurs:
-
- The Centaurs are another race of hybrid creatures: horses with a human
- torso. They usually live in forests, surviving by hunting.
-
- Centaurs can move very quickly on their four legs, and are excellent
- with bows and other missile weapons; they are also reasonable at the
- Fighting skill while being slow learners at specific weapon skills. They
- advance quite slowly in experience level and are rather sub-average at
- using magic. Due to their large bulk, they need a little extra food to
- survive.
-
-Demigods:
-
- Demigods are mortals (humans, orcs or elves, for example) with some divine
- or angelic ancestry, however distant; they can be created by a number of
- processes including magical experiments and the time-honoured practice of
- interplanar miscegenation.
-
- Demigods look more or less like members of their mortal part's race, but
- have excellent abilities (strength, int, dex) and are extremely robust; they
- can also draw on great supplies of magical energy. On the downside they
- advance very slowly in experience, gain skills slightly less quickly than
- humans, and due to their status cannot worship the various Gods and Powers
- available to other classes of being.
-
-Spriggans:
-
- Spriggans are small magical creatures distantly related to elves. They
- love to frolic and cast mischevious spells.
-
- They are poor fighters, have little physical resilience, and are terrible at
- destructive magic - conjurations, summonings, necromancy and elemental
- spells. On the other hand, they are excellent at other forms of magic and
- are very good at moving silently and quickly. So great is their speed that a
- spriggan can keep pace with a centaur.
-
-Minotaurs:
-
- The minotaur is yet another hybrid - a human body with a bovine head. It
- delves into the Dungeon because of its instinctive love of twisting
- passageways.
-
- Minotaurs are extremely good at all forms of physical combat, but are
- awful at using any type of magic. They can wear all armour except for
- some headgear.
-
-Demonspawn:
-
- Demonspawn are horrible half-mortal, half-infernal creatures - the flip side
- of the Demigods. Demonspawn can be created in any number of ways: magical
- experiments, breeding, unholy pacts, etc. Although many demonspawn may be
- indistinguishable from those of pure mortal stock, they often grow horns,
- scales or other unusual features. Powerful members of this class of beings
- also develop a range of unholy abilities, which are listed as mutations (and
- can sometimes be activated with the 'a' command).
-
- Demonspawn advance quite slowly in experience and learn most skills at about
- the same rate as do Demigods. However, they are a little better at fighting
- and much better at conjurations, summonings, necromancy and invocations.
-
-Kenku:
-
- The Kenku are an ancient and feared race of bird-people with a legendary
- propensity for violence. Basically humanoid with bird-like heads and clawed
- feet, the kenku can wear all types of armour except helmets and boots.
- Despite their lack of wings, powerful kenku can fly and very powerful
- members of this race can stay in the air for as long as they wish to do so.
-
- They are experts at all forms of fighting, including the magical arts of
- combat (conjurations, summonings and, to a lesser extent, necromancy). They
- are good at air and fire elemental magic, but poor at ice and earth magic.
- Kenku do not appreciate any form of servitude, and so are poor at using
- invocations. Their light avian bodies cannot sustain a great deal of injury.
-
-Merfolk:
-
- The Merfolk are a hybrid race of half-human, half-fish that typically
- live in the oceans and rivers and seldom come onto the land. The merfolk
- aren't as limited on land as some myths suggest, their tails will quickly
- reform into legs once they leave the water (and, likewise, their legs
- will quickly reform into a tail should they ever enter water). Their
- agility is often misjudged, and they tend to be surprising nimble on
- land as well as in the water. Experts at swimming they need not fear
- drowning as they can quickly slip out of any encumbering armour during
- the transformation into their half-fish form.
-
- The Merfolk have developed their martial arts strongly on thrusting
- and grappling, since those are the most efficient ways to fight
- underwater. They, therefore, prefer polearms and short swords above
- all other weapons, although they can also use longer swords quite well.
-
- As spellcasters, they tend to be quite good in specific areas. Their
- mystical relationship with water makes it easier for them to use
- divination, poison, and ice magics... which use water occasionally
- as a material component. The legendary water magic of the merfolk
- was lost in ancient times, but some of that affinity still remains.
- The instability of their own morphogenic matrix has made them very
- accomplished transmuters, but most other magics seem foreign to them.
-
-Note:
-
- Some species have special abilities which can be accessed by the 'a'
- abilities menu. Some also have physical characteristics which allow them
- to make extra attacks using the Unarmed Combat skill.
-
-----------------------------------------------------------------------------
- CHARACTER CLASSES
-----------------------------------------------------------------------------
-
-In your quest, you play as one of a number of different types of characters.
-Although each has its own strengths and weaknesses, some are definitely
-easier than others, at least to begin with. The best classes for a beginner
-are probably Gladiators, fighters and Berserkers; if you really want to play
-a magician, try a Conjurer. Each class starts out with a different set of
-skills and items, but from there you can shape them as you will.
-
-Fighters:
-
- Fighters start with a decent weapon, a suit of armour and a shield. They
- have a good general grounding in the arts of fighting.
-
-Gladiators:
-
- The Gladiator is trained to fight in the ring, and so is an expert in the
- art of fighting but is not so good at anything else. In fact, Gladiators are
- pretty terrible at anything except bashing monsters with heavy things. They
- start with a nasty weapon, a small shield, and armour.
-
-Berserkers:
-
- Berserkers are hardy warriors who worship Trog the Wrathful, from whom they
- get the power to go berserk (as well as a number of other powers should they
- prove worthy) but who forbids the use of spell magic. They enter the dungeon
- with an axe and a set of leather armour.
-
-Hunters:
-
- The Hunter is a type of fighter who specialises in missile weapons. A Hunter
- starts with a bow and some arrows, as well as a hunting knife and a set of
- leathers.
-
-Monks:
-
- The Monk is a member of an ascetic order dedicated to the perfection of
- one's body and soul through the discipline of the martial arts. Monks start
- with very little equipment, but can survive without the weighty weapons and
- spellbooks needed by other classes.
-
-Thieves:
-
- The Thief is one of the trickiest classes to play. Thieves start out with a
- large variety of useful skills, and need to use all of them to survive.
- Thieves start with a short sword, some throwing darts, and light armour.
-
-Assassin:
-
- An Assassin is a thief who is especially good at killing. Assassins are like
- thieves in most respects, but are more dangerous in combat.
-
-Stalkers:
-
- The stalker is an assassin who has trained in the use of poison magic.
-
-Crusaders:
-
- The Crusader is a decent fighter who can use the magical art of enchantment
- to become more dangerous in battle. Crusaders start out lightly armed and
- armoured, but equipped with a book of martial spells.
-
-Reavers:
-
- Reavers are warriors who learn the magics of destruction in order to
- complement their deadliness in hand combat.
-
-Death Knights:
-
- The Death Knight is a fighter who aligns him or herself with the powers of
- death. There are two types of Death Knights: those who worship and draw
- their abilities from the Demon-God Yredelemnul, and those who study the
- fearsome arts of necromancy.
-
-Chaos Knights:
-
- The Chaos Knight is a fighter who chooses to serve one of the fearsome and
- unpredictable Gods of Chaos. He or she has two choices: Xom or Makhleb.
- Xom is a very unpredictable (and possibly psychotic) entity who rewards
- or punishes according to whim. Makhleb the Destroyer is a more purposeful
- God, who appreciates destruction and offers a variety of very violent
- powers to the faithful.
-
-Paladins:
-
- The Paladin is a servant of the Shining One, and has many of the abilities
- of the Fighter and the Priest. He or she enters the dungeon with a sword,
- a shield, a robe, and a healing potion.
-
-Priests:
-
- Priests serve either Zin, the ancient and revered God of Law, or the
- rather less pleasant Death-God Yredelemnul. Although priests enter the
- dungeon with a mace (as well as a priestly robe and a few healing
- potions), this is purely the result of an archaic tradition the reason
- for which has been lost in the mists of time; Priests are not in any way
- restricted in their choice of weapon skills.
-
-Healers:
-
- The Healer is a priest of Elyvilon. Healers begin with minor healing
- powers, but can gain far greater abilities in the long run.
-
-Magicians:
-
- The magician is not a class, but a type of class. A magician is the best
- at using magic. Magicians start with a dagger, a robe, and a book of
- spells which should see them through the first several levels. There are
- various kinds of magicians:
-
- A Wizard is a magician who does not specialise in any area of magic.
- Wizards start with a variety of magical skills and the magic dart spell in
- memory.
-
- The Conjurer specialises in the violent and destructive magic of
- conjuration spells. Like the Wizard, the Conjurer starts with the magic
- dart spell.
-
- The Enchanter specialises in the more subtle area of enchantment magic.
- Although not as directly powerful as conjurations, high-level enchantments
- offer a wide range of very handy effects. The Enchanter begins with
- lightly enchanted weapons and armour, but no direct damage spell (since
- enchantments does not deal with direct attacks). Instead they begin
- with the "confusing touch" spell and some enchanted darts, which should
- help them out until they can use the higher level enchantment spells.
-
- The Summoner specialises in calling creatures from this and other worlds
- to give assistance. Although they can at first summon only very wimpy
- creatures, the more advanced summoning spells allow summoners to call on
- such powers as elementals and demons.
-
- The Necromancer is a magician who specialises in the less pleasant side of
- magic. Necromantic spells are a varied bunch, but many involve some degree
- of risk or harm to the caster.
-
- Elementalists are magicians who specialise in one of the four types of
- elemental magic: air, fire, earth, or ice.
-
- Fire Magic tends towards destructive conjurations.
-
- Ice Magic offers a balance between destructive conjurations and
- protective enchantments.
-
- Air Magic provides many useful enchantments in addition to some
- unique destructive capabilities.
-
- Earth Magic is a mixed bag, with destructive, defensive and utility
- spells available.
-
- Venom mages specialise in poison magic, which is extremely useful in the
- shallower levels of the dungeon where few creatures are immune to it. Poison
- is especially effective when used against insects.
-
- Transmuters specialise in transmigrations, and can cause strange changes
- in themselves and others.
-
- Warpers specialise in translocations, and are experts in travelling long
- distances and positioning themselves precisely.
-
-Wanderers:
-
- Wanderers are people who have not learned a specific trade. Instead,
- they've travelled around becoming "Jacks-of-all-trades, master of none".
- They start the game with a large assortment of skills and maybe some
- small items they picked up along the way, but other than that they're
- pretty much on their own. Non-human wanderers might not even know which
- skills they have (since they haven't quite learned enough for one full
- level), and therefore make for an additional challenge. You shouldn't
- expect human wanderers to be easy either, as this class is typically
- harder to play than the other classes.
-
-----------------------------------------------------------------------------
- EXPERIENCE
-----------------------------------------------------------------------------
-
-When you kill monsters, you gain experience points (xp) (you also receive
-one half experience for monsters killed by friendly creatures). When you
-get enough xp, you gain an experience level, making your character more
-powerful. As they gain levels, characters gain more hit points, magic
-points, and spell levels.
-
-Additionally, the experience you gain is used for your experience pool.
-This pool of points is used up whenever you practice a skill.
-
-----------------------------------------------------------------------------
- SKILLS
-----------------------------------------------------------------------------
-
-Your character has a number of skills which affect his or her ability to
-perform certain tasks. You can see your character's skills by pressing the 'm'
-key; the higher the level of a skill, the better you are at it. Every time
-your character gains experience points, those points become available to
-increase skills. You convert experience points into skill levels by practising
-the skill in question (eg fight with a certain type of weapon, cast a certain
-type of spell, or walk around wearing light armour to practise stealth). The
-amount of unassigned experience points is shown next to your experience total
-on the main screen as well as on the skills screen, and the number in blue
-next to each skill counts down from 9 to 0 as you get closer to gaining a
-level in that skill.
-
-You can elect not to practise a particular skill by selecting it in the skill
-screen (making it turn dark grey). This means that you will be less likely to
-increase that skill when you practise it (and will also not spend as many
-experience points on it). This can be useful for skills like stealth which use
-up points whenever you move. It can also be used on a specific weapon skill if
-you want to spend more points on Fighting, and similarly with magic skills and
-Spellcasting.
-
-The species you have chosen for your character has a significant effect on
-your rate of advancement in each skill. Some races are very good at some
-skills and poor at others. If your character is naturally quick to learn a
-skill, they will require less experience and take less time to advance in it;
-being bad at a skill has the opposite result.
-
-Here is a description of the skills you may have:
-
-
-Fighting skills:
-
- Fighting is the basic skill used in hand-to-hand combat, and applies no
- matter which weapon your character is wielding (if any). It is also the
- skill which determines the number of hit points your character gets as
- they increase in level (note that this is calculated so that you don't get
- a long run advantage by starting out with a high fighting skill).
-
- Weapon skills affect your ability to fight with specific melee weapons.
- Weapon skills include:
-
- o Short Blades
- o Long Blades
- o Maces & Flails
- o Axes
- o Staves
- o Polearms
-
- If you are already good at a weapon, say a long sword, and you practise
- for a while with similar weapon such as a short sword, your practise will
- be speeded up (and will require less experience) until both skills are
- equal. Similar types of weapons include:
-
- o Short Blades and Long Blades
- o Maces & Flails and Axes
- o Polearms and Axes
- o Staves and Polearms
-
- Being good at a specific weapon improves the speed with which you can use
- it by about 10% every two skill levels. Although lighter weapons are
- easier to use initially, as they strike quickly and accurately, heavier
- weapons increase in damage potential very quickly as you improve your
- skill with them.
-
- Unarmed Combat is a special fighting skill. It allows your character to
- make a powerful attack when unarmed and also to make special secondary
- attacks (and increases the power of those attacks for characters who get
- them anyway). You can practise Unarmed Combat by attacking empty-handed,
- and it is also exercised when you make a secondary attack (a kick, punch
- etc). Unarmed combat is particularly difficult to use in combination with
- heavy armour, and characters wearing a shield or wielding a two-handed
- weapon other than a staff lose the powerful punch attack.
-
-Throwing skills:
-
- Throwing is the basic skill used when throwing things, and there are a
- number of individual weapon skills for missile weapons as well:
-
- o Darts
- o Bows
- o Crossbows
- o Slings
-
-Magic skills:
-
- Spellcasting is the basic skill for magic use, and affects your reserves of
- magical energy in the same way that Fighting affects your hit points. Every
- time you increase your spellcasting skill you gain some magic points and
- spell levels. Spellcasting is a very difficult skill to learn, and requires
- a large amount of practice and experience.
-
- Only those characters with at least one magic skill at level one or above
- can learn magical spells. If your character has no magic skills, he or she
- can learn the basic principles of the hermetic arts by reading and reciting
- the spells inscribed on magical scrolls (this stops being useful once you
- reach level one in Spellcasting).
-
- There are also individual skills for each different type of magic; the
- higher the skill, the more powerful the spell. Multidisciplinary spells use
- an average of the two or three skills.
-
- Elemental magic is a special case. When you practise an elemental magic
- skill (fire, ice, air or earth magic) you will improve much less quickly
- than normal if you already have one or more elemental magic skills higher
- than the one you are practising. This is especially true if those skills are
- 'opposed' to the one you're practising: fire and ice are mutually opposed,
- as are earth and air.
-
- Say you have level 2 fire magic, level 4 ice magic, and level 1 air magic.
- Practising ice magic won't be a problem. Practising air magic will be a bit
- slow, as you have other elemental skills at higher levels. Practising fire
- magic will be very slow, as you have a higher level in ice magic. Right?
-
-Miscellaneous skills:
-
-Armour:
-
- Having a high Armour skill means that you are used to wearing heavy armour,
- allowing you to move more freely and gain more protection.
-
-Dodging:
-
- When you are wearing light armour, a high dodging skill helps you evade
- attacks.
-
-Stealth:
-
- Helps you avoid being noticed. Try not to wear heavy armour or be encumbered
- if you want to be stealthy. Big creatures (like trolls and ogres) are bad at
- stealth.
-
-Stabbing:
-
- Lets you make a very powerful first strike against a sleeping/resting
- monster who hasn't noticed you yet. This is most effective with a dagger,
- slightly less effective with a short sword, and less useful (although by
- no means of negligible effect) with any other weapon.
-
-Shields:
-
- Affects the amount of protection you gain by using a shield, and the degree
- to which it hinders you.
-
-Traps & Doors:
-
- Affects your ability to notice hidden traps and doors and to disarm traps
- when you find them. With this skill at a high level you will often find
- hidden things without actively looking for them.
-
-Invocations:
-
- An easy-to-learn skill which affects your ability to call on your God for
- aid. Those skilled at invoking have reduced fail rates and produce more
- powerful effects. The Invocations skill affects your supply of magic in a
- similar way to the Spellcasting skill and to a greater extent, but the two
- are not cumulative - whichever gives the greater increase is used. Some
- Gods (such as Trog) do not require followers to learn this skill.
-
-If your character does not have a particular skill, s/he can gain it by
-practising as above.
-
-----------------------------------------------------------------------------
- ABILITIES
-----------------------------------------------------------------------------
-
-Your character is further defined by his or her abilities, which initially
-vary according to class and species.
-
-Strength:
-
- Affects the amount of damage you do in combat, as well as how much stuff
- you can carry.
-
-Intelligence:
-
- Affects how well you can cast spells as well as your ability to use some
- magical items.
-
-Dexterity:
-
- Affects your accuracy in combat, your general effectiveness with missile
- weapons, your ability to dodge attacks aimed at you, and your ability to use
- thiefly skills such as backstabbing and disarming traps. Although your
- dexterity does not affect your evasion score (EV) directly, any calculation
- involving your EV score also takes account of your dexterity.
-
-Armour Class:
-
- Also called AC, when something injures you, your AC reduces the amount of
- damage you suffer. The number next to your AC is a measure of how good your
- shield (if any) is at blocking attacks. In both cases, more is better.
-
-Evasion:
-
- Also called EV, this helps you to avoid being hit by unpleasant things.
-
-Gold:
-
- This is how much money you're carrying. Money adds to your final score,
- and can be used to purchase items in shops.
-
-Magic Resistance:
-
- Affects your ability to resist the effects of enchantments and similar
- magic directed at you. Although your magic resistance increases with your
- level to an extent determined by your character's species, the creatures you
- will meet deeper in the dungeon are better at casting spells and are more
- likely to be able to affect you. MR is an internal variable, so you can't
- see what yours is.
-
-Special Abilities:
-
- Sometimes characters will be able to use special abilities, for example
- the Naga's ability to spit poison or the magical power to turn invisible
- granted by a ring. These are accessed through the 'a' command.
-
-----------------------------------------------------------------------------
- ITEMS
-----------------------------------------------------------------------------
-
-
-In the dungeons of Crawl there are many different kinds of normal and magical
-artefacts to be found and used. Some of them are useful, some are nasty, and
-some give great power, but at a price. Some items are unique; these have
-interesting properties which can make your life rather bizarre for a while.
-They all fall into several classes of items, each of which is used in a
-different way. Here is a general list of what you might find in the course of
-your adventures:
-
-Weapons:
-
- These are rather important. You will find a variety of weapons in the
- dungeon, ranging from small and quick daggers to huge, cumbersome
- battleaxes and pole-arms. Each type of weapon does a differing amount of
- damage, has a different chance of hitting its target, and takes a
- different amount of time to swing. You should choose your weapons
- carefully; trying to hit a bat with a greatsword is about as clever as
- bashing a dragon with a club. For this reason it is wise to have a good
- mixture of weapon skills. Skills affect damage, accuracy and speed.
-
- Weapons can be enchanted; when they are identified, they have values which
- tell you how much more effective they are than an unenchanted version. The
- first number is the enchantment to-hit, which affects the weapon's
- accuracy, and the second is its damage enchantment; weapons which are not
- enchanted are simply '+0'. Some weapons also have special magical effects
- which make them very effective in certain situations. Some types of hand
- weapons (especially daggers, spears and hand axes) are quite effective
- when thrown.
-
- You can wield weapons with the 'w' command, which is a very quick action.
- If for some reason you want to go bare-handed, type 'w' followed by a
- hyphen ('-'). Note that weapons are not the only class of item which you
- can wield.
-
- The ' (apostrophe) key is a shortcut which automatically wields item a. If
- item a is being wielded, it causes you to wield item b instead, if possible.
- Try assigning the letter a to your primary weapon, and b to your bow or
- something else you need to wield only sometimes. Note that this is just a
- typing shortcut and is not functionally different to wielding these items
- normally.
-
-Ammunition:
-
- If you would rather pick off monsters from a safe distance, you will need
- ammunition for your sling or bow. Darts are effective when simply thrown;
- other kinds of ammunition require you to wield an appropriate device to
- inflict worthwhile damage. Ammunition has only one "plus" value, which
- affects both accuracy and damage. If you have ammunition suitable for
- what you are wielding, the 'f' command will choose the first lot in your
- inventory, or you can use the 't' command to throw anything. If you are
- using the right kind of hand weapon, you will "shoot" the ammunition,
- otherwise you "throw" it.
-
- When throwing something, you are asked for a direction. You can either
- enter one of the directions on your keypad, or type '*' and move the
- cursor over your target if they are not in a direct line with you. When
- the cursor is on them, press '.' (period) or delete to target them (you
- can also target an empty space if you want). If you press '>' instead of
- '.', the missile will stop at that space even if it misses, and if the
- target space is water, it may hit anything which might be lurking beneath
- the surface (which would otherwise be missed completely). If you type '.'
- (or del) instead of a direction or '*', or if you target yourself as
- described above, you throw whatever it is at yourself (this can be useful
- when zapping some wands; see later). Also, if you type 'p' instead of a
- direction or '*', you will target your previous target (if still
- possible).
-
-Armour:
-
- This is also rather important. When worn, most armour improves your Armour
- Class, which decreases the amount of damage you take when something
- injures you. Unfortunately the heavier types of armour also hamper your
- movement, making it easier for monsters to hit you (ie reducing your
- evasion score) and making it harder for you to hit monsters. These effect
- can be mitigated by a high Armour skill. Wearing heavy armour also
- increases your chances of miscasting spells, an effect which is not
- reduced by your Armour skill.
-
- A Shield normally affects neither your AC or your evasion, but it lets you
- block some of the attacks aimed at you and absorbs some of the damage you
- would otherwise receive from things like dragon breath and lightning
- bolts. Wearing a shield (especially a large shield) makes you less
- effective in hand combat. Shields are more effective when you're fighting a
- small number of foes than when you're surrounded.
-
- Some magical armours have special powers. These powers are sometimes
- automatic, affecting you whenever you wear the armour, and sometimes must
- be activated with the 'a' command.
-
- You can wear armour with the 'W' command, and take it off with the 'T'
- command.
-
-Food:
-
- This is extremely important. You can find many different kinds of food in
- the dungeon. If you don't eat when you get hungry, you will eventually
- die of starvation. Fighting, carrying heavy loads, casting spells, and
- using some magical items will make you hungry. When you are starving you
- fight less effectively as well. You can eat food with the 'e' command.
-
-Magical Scrolls:
-
- Scrolls have many different magical spells enscribed on them, some good
- and some bad. One of the most useful scrolls is the scroll of identify,
- which will tell you the function of any item you have in your inventory;
- save these up for the more powerful and inscrutable magic items, like
- rings. You can read scrolls (and by doing so invoke their magic) with the
- 'r' command.
-
-Magical Potions:
-
- While scrolls tend to affect your equipment or your environment, most
- potions affect your character in some way. The most common type is the
- simple healing potion, which restores some hit points, but there are many
- other varieties of potions to be found. Potions can be quaffed (drunk)
- with the 'q' command. Try to avoid drinking poisonous potions!
-
-Wands:
-
- Sometimes you will be lucky enough to find a stick which contains stored
- magical energies. Wands each have a certain amount of charges, and a wand
- will cease to function when its charges run out. You must identify a wand
- to find out how many uses it has left. Wands are aimed in the same way as
- missile weapons, and you can invoke the power of a wand by 'z'apping it.
-
-Rings:
-
- Magical rings are among the most useful of the items you will find in the
- dungeon, but can also be some of the most hazardous. They transfer various
- magical abilities onto their wearer, but powerful rings like rings of
- regeneration or invisibility make you hunger very quickly when activated.
- You can put on rings with the 'P' command, and remove them by typing 'R'.
- You can wear up to two rings simultaneously, one on each hand; which hand
- you put a ring on is immaterial to its function. Some rings function
- automatically, while others require activation (the 'a' command).
-
- Amulets are similar to rings, but have a different range of effects (which
- tend to be more subtle). Amulets are worn around the neck, and you can
- wear only one at a time.
-
-Staves:
-
- There are a number of types of magical staves. Some enhance your general
- spellcasting ability, while some greatly increase the power of a certain
- class of spells (and possibly reduce your effectiveness with others).
- Some are spell staves, and hold spells which you can cast without having
- to memorise them first, and also without consuming food. You must wield a
- staff like a weapon in order to gain from its power, and magical staves
- are as effective as +0 quarterstaves in combat. Spell staves can be
- Invoked with the 'I' command while you are wielding them.
-
-Books:
-
- Most books contain magical spells which your character may be able to learn.
- You can read a book with the 'r' command, which lets you access a
- description of each spell, or memorise spells from it with the 'M' command.
- Some books have other special effects, and powerful spellbooks have been
- known to punish the attentions of incompetent magicians.
-
-Carrion:
-
- If you manage to kill a monster delicately enough to avoid scattering bits
- of it around the room, it may leave a corpse behind for you to play with.
- Despite the fact that corpses are represented by the same '%' sign as
- food, you can't eat them without first cutting them into pieces with the
- 'D' command, and being extremely hungry helps as well. Even then, you
- should choose your homemade food with great care.
-
-Miscellaneous:
-
- These are items which don't fall into any other category. You can use many
- of them by wielding and 'I'nvoking them. You can also use some other
- special items (such as some weapons) by invoking them in this way.
-
-Racial Items:
-
- Some items have been crafted by members of a gifted race, and have special
- properties. In addition, items made by a specific race work better in the
- hands of people of that race.
-
- Dwarven weapons and armours are very durable, and do not rust or corrode
- easily.
-
- Orcish bows/crossbows are particularly effective in combination with orcish
- arrows/bolts.
-
- Elven armour is unusually light, and does not affect the dodging or stealth
- of its wearer to the extent that other armours do. Elven cloaks and boots
- are particularly useful to those who wish to be stealthy, and elven bows are
- particularly effective in conjunction with elven arrows.
-
-Getting Items:
-
- You pick items up with the ',' (comma) command and drop them with the 'd'rop
- command. When you are given a prompt like "drop which item?" or "pick up
- <x>?", if you type a number before either the letter of the item, or 'y' or
- 'n' for yes or no, you will drop or get that quantity of the item.
-
- Typing 'i' gives you an inventory of what you are carrying. When you are
- given a prompt like "Throw [or wield, wear, etc] which item?", you can type
- the letter of the item, or you can type '?' or '*' to get an inventory list.
- '?' lists all appropriate items, while '*' lists all items, appropriate or
- not. When the inventory screen is showing "-more-", to show you that there
- is another page of items, you can type the letter of the item you want
- instead of space or enter.
-
- You can use the adjust command (the '=' key) to change the letters to which
- your possessions are assigned. This command can be used to change spell
- letters as well.
-
- Some items can be stickycursed, in which case they weld themselves to your
- body when you use them. Such items usually carry some kind of disadvantage:
- a weapon or armour may be damaged or negatively enchanted, while rings can
- have all manner of unpleasant effects on you. If you are lucky, you might
- find magic which can rid you of cursed items.
-
- Items like scrolls, potions and some other types each have a characteristic,
- like a label or a colour, which will let you tell them apart on the basis of
- their function. However, these characteristics change between each game, so
- while in one game every potion of healing may be yellow, in another game
- they might all be purple and bubbly. Once you have discovered the function
- of such an item, you will remember it for the rest of the current game. You
- can access your item discoveries with the '\' key.
-
- A very useful command is the 'v' key, which gives you a description of what
- an item does. This is particularly useful when comparing different types of
- weapons, but don't expect too much information from examining unidentified
- items.
-
-----------------------------------------------------------------------------
- RELIGION
-----------------------------------------------------------------------------
-
-There are a number of Gods, Demons and other assorted Powers who will accept
-your character's worship, and sometimes give out favours in exchange. You can
-use the '^' command to check the requirements of whoever it is that you
-worship, and if you find religion to be an inconvenience you can always
-renounce your faith (use the 'a' command - but some Gods resent being
-scorned!).
-
-The 'p' command lets you pray to your God. Anything you do while praying, you
-do in your God's name - this is how you dedicate your kills or corpse-
-sacrifices ('D' command) to your God, for example. Praying also gives you a
-sense of what your God thinks of you, and can be used to sacrifice things at
-altars.
-
-To use any powers which your God deems you fit for, access the abilities menu
-with the 'a' command; God-given abilities are listed as invocations.
-
-Some classes start out religious; others have to pray at an altar to dedicate
-themselves to a life of servitude. There are altars scattered all over the
-dungeon, and your character has heard rumours of a special temple somewhere
-near the surface.
-
-----------------------------------------------------------------------------
- MUTATIONS
-----------------------------------------------------------------------------
-
-Although it would doubtless be a nice thing if you could remain genetically
-pure, there are too many toxic wastes and mutagenic radiations in the Dungeon
-for that to be possible. If your character is so affected by these that he or
-she undergoes physiological change, you can use the 'A' command to see how
-much of a freak they've become and the 'a' command to activate any mutations
-which can be controlled.
-
-You can also become mutated by overusing certain powerful enchantments,
-particularly Haste (not the kind you get from being berserk) and Invisibility,
-as your system absorbs too much magical energy - but you would have to spend
-almost all of your time hasted or invisible to be affected. However, some
-powerful items radiate dangerous levels of magical energy. More often than
-not, the mutations caused by magical radiations express harmfully.
-
-Any demonic powers your character may have are listed in red; these are
-permanent and can never be removed. If one of your powers has been augmented
-by a mutation, it is displayed in a lighter red colour.
-
-
-----------------------------------------------------------------------------
- SPELLCASTING
-----------------------------------------------------------------------------
-
-Magical spells are a very important part of surviving in the dungeon. Every
-character class can make use of magical spells, although those who enter the
-dungeon without magical skills must practise by reading scrolls before they
-can attempt spellcasting.
-
-Spells are stored in books, which you will occasionally find in the dungeon.
-Each spell has a Level, which denotes the amount of skill required to use it
-as well as indicating how powerful it may be. You can only memorise a certain
-number of levels of spells; type 'M' to find out how many. When you gain
-experience levels, you can memorise more, and you will need to save up for
-several levels to memorise the more powerful spells. When you cast a spell,
-you temporarily expend some of your magical energy as well as becoming
-hungrier (although more powerful spellcasters hunger less quickly from using
-magic).
-
-High level spells are difficult to cast, and you may miscast them every once
-in a while (resulting in a waste of magic and possibly dangerous side-
-effects). Your chance of failing to cast a spell properly depends on your
-skills, your intelligence, the level of the spell and whether you are wearing
-heavy armour. Failing to cast a spell exercises your spell skills, but not by
-as much as casting it successfully.
-
-Many of the more powerful spells carry disadvantages or risks; you should read
-the spell description (obtained by reading the spellbook in which you found
-the spell) before casting anything.
-
-Be careful of magic-using enemies! Some of them can use magic just as well as
-you, if not better, and often use it intelligently.
-
-
-----------------------------------------------------------------------------
- EXPLORING THE DUNGEON
-----------------------------------------------------------------------------
-
-You can make your character walk around with the numeric keypad (turn numlock
-off) or the "Rogue" keys (hjklbnyu). If this is too slow, you can make your
-character walk repeatedly by typing shift and a direction. They will walk in
-that direction until any of a number of things happen: a hostile monster is
-visible on the screen, a message is sent to the message window for any reason,
-you type a key, or you are about to step on anything other than normal floor
-or an undiscovered trap and it is not your first move of the long walk. Note
-that this is functionally equivalent to just pressing the direction key
-several times.
-
-If you press shift and '5' on the numeric keypad (or just the number '5' on
-the keyboard) you rest for 100 turns or until your hit points or magic return
-to full, whichever is sooner. You can rest for just one turn by pressing '.',
-delete, 's', or '5' on the keypad. Whenever you are resting, you are assumed
-to be observing your surroundings, so you have a chance of detecting any traps
-or secret doors adjacent to you.
-
-The section of the viewing window which is coloured (with the '@' representing
-you at the centre) is what you can see around you. The dark grey around it is
-the parts of the level which you have visited, but cannot currently see. The
-'x' command lets you move the cursor around to get a description of the
-various dungeon features, and typing '?' when the cursor is over a monster
-brings up a short description of that monster. You can get a map of the whole
-level (which shows where you've already been) by typing the 'X' key. This map
-specially colour-codes stairs and known traps, even if something is on top of
-them.
-
-You can make your way between levels by using staircases, which appear as '>'
-(down) and '<' (up), by pressing the '>' or '<' keys. If you ascend an up
-staircase on level one, you will leave the dungeon forever; if you are
-carrying the magical Orb of Zot, you win the game by doing this.
-
-Occasionally you will find an archway; these lead to special places like
-shops, magical labyrinths, and Hell. Depending on which type of archway it is,
-you can enter it by typing '<' or '>'.
-
-Doors can be opened with the 'o' command and closed with the 'c' command.
-Pressing control plus a direction also opens doors. If there is no closed door
-in the indicated space, you will attempt to attack any monster which may be
-standing there (this is the only way to attack a friendly creature hand-to-
-hand). If there is no creature there, you will attempt to disarm any trap in
-the target square. If there is apparently nothing there you will still attack
-it, just in case there's something invisible lurking around.
-
-A variety of dangerous and irritating traps are hidden around the dungeon.
-Traps look like normal floor until discovered. Some traps can be disarmed with
-the control-direction commands
-
-When you are in a shop, you are given a list of the shopkeeper's stock from
-which to choose, and a list of instructions. Unfortunately the shopkeepers all
-have an enterprise bargaining agreement with the dungeon teamsters union which
-prevents them using non-union labour to obtain stock, so you can't sell
-anything in a shop (but what shopkeeper would trust a scummy adventurer like
-you, anyway?).
-
-You goal is to locate the Orb of Zot, which is held somewhere deep beneath the
-world's surface. The Orb is an ancient and incredibly powerful artefact, and
-the legends promise great things for anyone brave enough to extract it from
-the fearsome Dungeon. Some say it will grant immortality or even godhood to
-the one who carries it into the sunlight; many undead creatures seek it in the
-hope that it will restore them to life. But then, some people will believe
-anything. Good luck!
-
-A full list of the commands available to you can be accessed by typing '?'
-(question mark). If you don't like them, they can be changed by the use of:
-
-----------------------------------------------------------------------------
- MACROS/KEYMAPS
-----------------------------------------------------------------------------
-
-You can change the keys used to perform specific functions by editing the
-macro.txt file (or creating a new one). The K: line indicates a key, and the
-A: line assigns another key to that key's function.
-
-You can also redefine keys in-game with the ` key, and save them with the ~
-key.
-
-(Thanks to Juho Snellman for this patch)
-
-----------------------------------------------------------------------------
- MONSTERS
-----------------------------------------------------------------------------
-
-In the caverns of Crawl, you will find a great variety of creatures, many of
-whom would very much like to eat you. To stop them doing this, you will need
-to fight. To attack a monster, stand next to it and move in its direction;
-this makes you attack it with your wielded weapon. Of course, some monsters
-are just too nasty to beat, and you will find that discretion is often the
-better part of valour.
-
-Some monsters can be friendly; friendly monsters will follow you around and
-fight on your behalf (you gain 1/2 the normal experience points for any kills
-they make). You can command your allies using the '!' key, which lets you
-either shout to attract them or tell them who to attack.
-
-----------------------------------------------------------------------------
- MISCELLANEOUS STUFF
-----------------------------------------------------------------------------
-
-The scores file does not have to be present (as of v2.02), and is not included
-in the distribution. You can unpack the zip file into your old crawl directory
-and the new version will keep using the old scores file (scores files from any
-version are usable by any later version).
-
-The initfile, INIT.TXT, lets you set various options affecting the game's user
-interface, like the conditions for Autopickup and a default name for your
-character. You can alter it with any reputable text editor.
-
-As of 2.60, a -c command line switch activates the alternative character set
-for non-IBM graphics displays. A -nc switch activates the non-IBM char set
-and, for Linux systems, disables colour.
-
-Crawl is available for a number of different systems, including Linux, DOS,
-the Mac, etc.
-
-One strange thing you may notice about Crawl is that it does not keep your
-saved games if you die. This is not a bug, it is a feature! If you could
-restore your game after dying, you would probably finish the game rather
-quickly and lose interest, because most of the fun in Crawl is in the
-discovery of its bizarre secrets while taking risks with your characters. It
-is possible to cheat by messing around with the save files, but you're only
-cheating yourself out of experiencing this game as it was supposed to be
-played. If you think Crawl is too difficult, tell me!
-
-Crawl was compiled using the djgpp compiler, and comes with the files
-CWSDPMI.EXE and CWSDPMI.DOC. You can contact the author of CWSDPMI.EXE at
-sandmann@clio.rice.edu. Read CWSDPMI.DOC for more details.
-
-Although version 3 of Crawl is a complete and finished game, it probably
-contains a few unwanted features which crept in without me noticing (all of
-the earlier versions did). So, if you find anything which you think may be a
-bug, please send details of it to me, including version number, details of
-your system, what you were doing (in the game) when it happened, and just what
-exactly did happen. Hopefully this will never be necessary, but if it is you
-can (as of 26/3/99) reach me at:
-linley.henzell@student.adelaide.edu.au
-
-You can also discuss this game on the newsgroup rec.games.roguelike.misc.
-
-The object of your quest in Crawl (the Orb of Zot) was taken from Wizard's
-Castle, a text adventure written in BASIC.
-
-A lot of people have been sending me feedback and bug reports, which is
-extremely encouraging. I really appreciate that people have been taking the
-time to play my game. Keep it up!
-
-Licence:
-Read Licence.txt for information about the Crawl licence (which is practically
-identical to the nethack GPL).
-
-Source Code:
-The source code for the current version of Crawl is, at the time of writing
-(30/12/97) available from the Crawl web site:
-http://olis.net.au/~zel/index.html
-Source for some earlier versions can be obtained from me, although
-unfortunately I've lost most of it.
-
-Disclaimer:
-
-This software is provided as is, with absolutely no warranty express or
-implied. Use of it is at the sole risk of the user. No liability is accepted
-for any damage to the user or to any of the user's possessions.
diff --git a/crawl-ref/docs/crawl_macros.txt b/crawl-ref/docs/crawl_macros.txt
new file mode 100644
index 0000000000..66bd3a105d
--- /dev/null
+++ b/crawl-ref/docs/crawl_macros.txt
@@ -0,0 +1,245 @@
+This document aims at easier Crawling (in Stone Soup) by explaining:
+- macros and keybindings
+- lua snippets in init.txt
+
+-----------------------------------------------------------------------
+
+Macros and Keymaps.
+===================
+
+Following Brent Ross's phrasing, the simple explanation is:
+
+Command macros make keys into commands.
+Keymaps make keys into other keys.
+
+And him a bit more verbose:
+
+For the most part, people will probably want command macros. They allow
+for things like making a key run a sequence of commands (e.g. associating
+a key stroke to the casting of a certain spell) without having to worry
+about messing up what that key does at prompts (e.g. you can macro a
+number or letter without worrying about it making the substitution when
+you're trying to drop an item).
+
+Keymaps are for when you want to fix layout and behavioural problems on
+your keyboard (i.e. unrecognised numpad sequences can by mapped into
+their numbers, foreign keyboard layouts can be modified to be more
+comfortable). There are also special sets of keymaps for the level-map
+and targeting modes, which allow for keymaps that are restricted to just
+those situations.
+
+[The keymap system is currently being overhauled. I hope that the
+examples below will also work in the new version.
+From what I gather, the keybindings will be moved to a file (which is
+good). I hope that it will still be possible to define macros in-game:
+this makes testing so convenient. And it should be possible to have
+macros at all three levels (main, level map, targeting).]
+
+How to create macros?
+---------------------
+The simplest way is in-game: press the '`' key (this may be a bit awkward
+on certain keyboard layouts). Then choose a key to assign for your macro,
+and enter the command sequence. Observe how Crawl spits out a funny number
+in some cases. These are the key codes for certain (non-alpanumeric) keys,
+and these can vary between different systems.
+
+The following keys and combinations are sensible to use:
+- The function keys are good choices, possibly modified by Shift, Ctrl,
+ or Shift-Ctrl.
+- On some systems, it is possible to also incorporate the Alt (meta) key.
+- All alphanumerical keys, these also in combination with Shift or Ctrl
+ keys (note that usually Ctrl-Shift-A is the same thing as Ctrl-A).
+ Be careful that you do not redefine important game keys.
+- All special keys: digits, punctation, etc. These also in combination
+ with Ctrl. Try if Alt works. Again check for vital game commands.
+
+For example, on my home system (Windows), I get key codes
+ F1 \{368} A A
+ Shift-F1 \{1392} Ctrl-A \{1}
+ Ctrl-F1 \{880} Alt-A a
+ Alt-F1 \{2416} Ctrl-Shift-A \{1}
+ Ctrl-Shift-F1 \{1904} Ctrl-Shift-Alt-A \{3905}
+ Ctrl-Alt-F1 \{2928}
+ Shift-Alt-F1 \{3440}
+ Ctrl-Shift-Alt-F1 \{3952}
+
+After defining such a macro, you should test it. Saving of all macros is
+done with the '~' command.
+
+The macros are stored in the file macro.txt in your main Crawl directory.
+This file is human readable and editable, you just have to figure out the
+magic numbers, as shown above for F1 and Ctrl-A etc. When using strange
+keys as triggers for a macro, it might actually be necessary to edit this
+manually in macro.txt.
+Note that you can make comments in macro.txt using lines with a leading
+'#'. In this manner, you can recall which keys the numbers belong to (on
+your system).
+See below for examples for macro definitions.
+
+Keymaps work in exactly the same way. There are three different keymaps
+actually, one for the main view, one for the level map, and another one
+for the targeting map. In macro.txt, these are differentiated by
+ K - main screen
+ K1 - level map
+ K2 - targeting
+However, you should not map alphabet letters to something; otherwise you
+will meet difficulties accessing your inventory!
+
+Next follow some macros and keymaps that have been considered useful by
+at least a few players. For the sake of completeness, both key line and
+command line are given, but you should really substitute your own keys
+here :)
+
+Spellcasting.
+-------------
+# F1: cast spell a at previous target
+M:\{368}
+A:Zap
+
+#: Shift-F1: cast spell a at nearest target
+M:\{1392}
+A:Za+.
+
+Note that you can assign new letters to your spells with '='. So you can
+always have you primary attack spell on a. You may want to set the option
+ target_zero_exp = false
+when using macros like this.
+
+Easier Nemelex hoovering.
+-------------------------
+# F12: Nemelex hoover
+K:\{379}
+A:w0Iyp,y
+
+This sets up your portable altar, prays there, confirms, and picks it up
+again. The sequence assumes that the altar carries the inscription {w0}.
+Actually, this can be achieved automatically with the init.txt line
+ autoinscribe = portable altar:w0
+If you have your weapon on slot a, feel free to add 'wa' to the sequence.
+
+Easy surroundings mode.
+-----------------------
+K:0
+A:x*
+
+K2:0
+A:*
+
+Here I use '0' for the numpad, but 'x' would also be a good choice (then
+you should set K2:x A:* only).
+This makes going through items in the surroundings very easy. You can use
+Enter to go directly to item under the cursor.
+Options you may want to check here are
+ target_wrap, target_oos, target_los_first.
+If you want to cycle through items out of sight, set
+ stash_tracking = all
+ target_oos = true
+(as only out-of-sight _stashes_ will be checked).
+
+# F5: explore (both in main and target screens)
+K:\{372}
+A:\{15}
+
+K2:\{372}
+A:\{32}\{15}
+
+I find the Ctrl-O key awkward to type, so I have mapped it to F5. The
+second keymap makes F5 in target mode do two things: leave target mode
+(\{32} is the Escape key) and then starts exploring.
+
+General Keybindings.
+--------------------
+With my German keyboard layout, the keys '^' and '@' do not work
+properly. The first problem is dealt with the map
+K:\{17}
+A:@
+which maps @ to @ in the main mode :)
+
+Other keymaps I found useful:
+- Tab for ' (switching weapons in slots a and b)
+- Backspace for p (both Praying in main and Previous in target mode)
+ (Unfortunately, Backspace is the same thing as Ctrl-Left. Perhaps
+ something can be done about this.)
+
+Lua snippets.
+=============
+
+You can copy the following lua code verbatim in your init.txt; it is up
+to you to apply appropriate modifications. It would be nice of course,
+if someday these snippets turn into full-grown lua files with their own
+options.
+
+For a tutorial of the language Lua, refer to the following link:
+ http://lua-users.org/wiki/TutorialDirectory
+
+Advanced autopick: ch_autopickup.
+---------------------------------
+Using a Lua script, you can define a function "ch_autopickup" to select
+additional items for autopickup. Let's say you want autopickup to only
+grab food if your character can eat it. You could use the following
+(if '%' is not in the autopickup option):
+
+{
+function ch_autopickup(it)
+ -- The "false" suppresses hunger checks to see if your character is
+ -- hungry enough to eat food/chunks.
+ return food.can_eat(it, false)
+end
+}
+
+Here's a ch_autopickup that a mummy might find useful:
+
+{
+-- The mummy special. Remove % and ! from your autopickup option if you
+-- use this.
+function ch_autopickup(it)
+ return food.can_eat(it, false)
+ or ( item.class(it) == "Potions" and you.race() ~= "Mummy" )
+end
+}
+
+Advanced autopick: conditional ban_pickup.
+------------------------------------------
+
+There is an overlap in functionality with the above mummy function.
+
+# mummies can't quaff or hunger
+<if you.race() == "Mummy" then>
+ ban_pickup = potion
+ ban_pickup = sustenance
+<end>
+
+# ban harmful potions for non-Transmuters
+<if you.class() ~= "Transmuter" then>
+ ban_pickup = degeneration, decay, potions? of poison
+ ban_pickup = potions? of confusion, potions? of slowing,
+ ban_pickup = potions? of paralysis, strong poison
+<end>
+
+
+# Trog doesn't like Spellcasting
+#<if you.religion() == "Trog" then> # (doesn't work), so
+
+<if you.class() == "Berserker" then>
+ ban_pickup = book
+<end>
+
+Ignoring certain monsters when running.
+---------------------------------------
+Defining a "ch_stop_run" function affects the monster stop condition for *all*
+run modes: shift-running, travel, explore and interlevel travel.
+
+{
+function ch_stop_run(mons)
+ local name = mons.name
+ -- Stop running only if these monsters get closer than 3 squares
+ if name == "swamp worm" or name == "big fish"
+ or name == "giant goldfish" or name == "lava worm"
+ or name == "butterfly" then
+ -- mons.x and y coords are relative to the player.
+ local dist = mons.x * mons.x + mons.y * mons.y
+ if dist >= 9 then return false end
+ end
+ return true
+end
+}
diff --git a/crawl-ref/docs/crawl_manual.txt b/crawl-ref/docs/crawl_manual.txt
new file mode 100644
index 0000000000..992d05079a
--- /dev/null
+++ b/crawl-ref/docs/crawl_manual.txt
@@ -0,0 +1,1876 @@
+ DUNGEON CRAWL Stone Soup v0.1.3.
+ - the manual -
+
+Contents
+--------
+A. Overview
+B. Starting Screen
+C. Abilities and Stats
+D. Dungeon Exploration
+E. Experience and Skills
+F. Monsters
+G. Items
+H. Spellcasting
+I. Religion
+J. Mutations
+K. Keymaps, Macros, Options
+L. Licence, Contact, History
+M. Philosophy
+X.1 List of Species
+X.2 List of Classes
+X.3 List of Skills
+X.4 Keys and Commands
+X.5 List of Enchantments
+
+
+--------------------------------------------------------------------------------
+A. Overview
+--------------------------------------------------------------------------------
+
+Crawl is a fun game in the grand tradition of games like Rogue, Hack and Moria.
+Your objective is to travel deep into a subterranean cave complex and retrieve
+the Orb of Zot, which is guarded by many horrible and hideous creatures.
+
+Detailed instructions for playing Crawl follow. If you want to get into the game
+quickly, read the quick-start guide (quickstart.txt) and learn as you play.
+Otherwise, it may be worth your while to read at least part of this file
+(although it will probably confuse you somewhat). Read at least the disclaimer
+in section L of this document and the licence.txt file, though.
+
+
+--------------------------------------------------------------------------------
+B. STARTING SCREEN
+--------------------------------------------------------------------------------
+
+After starting Crawl, you'll be asked to type in a name. If there is a saved
+game of that character, it will be restored, otherwise you proceed choosing race
+and class (this can be done in either order). The choice ofspecies affects
+several important characteristics, in particular the speed with which the
+different skills are learned. This is very important, and helps to differentiate
+clearly the 26 available races. To be complete, the following factors are
+species-dependent:
+
+Major: o Your choice of classes
+ o Your rate of level advancement
+ o Your rate of skill advancement
+ o Your initial primary attributes (this also depends on class)
+
+Minor: o Occasional bonus points added to some primary attributes
+ o The amount of hit points you get each level
+ o The amount of magic points you get each level
+ o Your initial equipment (this also depends on class)
+ o Various special abilities and powers
+
+Note that Humans are the average to which all other races are compared.
+
+The choice of class is definitely less decisive than that of species in Crawl.
+Basically, it settles what the character has learned prior to entering the
+dungeon (i.e. the starting skills), and also has impact on equipment and
+hit/magic points at start.
+
+Some species are slower than humans in most/all skills. For some classes these
+races may seem to have very few skills because they haven't quite earned the
+first level of several of their skills (Centaurs are notable in this regard...
+although non-human Wanderers can appear to start with no apparent skills at
+all). This isn't a bug or an oversight, these species are just particularly
+weaker than humans at these classes.
+
+You will notice that no species (except Humans) has access to all classes.
+Looking at the available combinations should give you a rough impression about
+the weaknesses and strengths of the different races.
+
+For some combinations of race and class, some further choices have to be made,
+e.g. of starting god for Chaos Knights, or of starting weapon for Fighters.
+
+
+--------------------------------------------------------------------------------
+C. ATTRIBUTES AND STATS
+--------------------------------------------------------------------------------
+
+The stat area tp the right of the playing map shows a lot of numbers. These
+describe different aspects of the hero. The most basic ones are
+
+Hit points: A measure of life force. Death results from hitpoints dropping
+----------- to zero or less (although there are additional ways to die).
+ The main screen shows hit points in the format HP: 8/10
+ which means that the number of maximal hit points is 10, from
+ which the character currently has 8. Resting (by pressing 's',
+ '.', Del will slowly restore hit points; for longer resting use
+ '5' or Shift-Num-5).
+
+ Some very battle-fixated characters may end up with more than
+ 250 hit points, yet some spellcasters are known to have finished
+ the game victorious with less than 100 hit points.
+
+Magic points: A measure of magic or other intrinsic power. This is used for
+------------- spellcasting, but also berserking and invoking of many special
+ abilities. Displayed in a style similar to hit points, nothing
+ bad happens if these drop to zero. Resting restores these, too.
+
+ It is uncommon to have more than 50 magic points (without using
+ external devices).
+
+Level: Starting characters have experience level 1; the highest level
+------ is 27. The current level is displayed in the stat area after
+ "Experience". Gaining a level nets additional hit and magic
+ points, as well as spell slots and sometimes primary attributes.
+
+The following primary attributes describe the abilities of a character to fight,
+dodge, learn spells etc. They grow permanently from gaining levels, and
+temporary from using appropriate artefacts or abilities. Crawl has only three:
+
+Strength: Affects the amount of damage you do in combat, as well as how
+--------- much stuff you can carry.
+
+Intelligence: Affects how well you can cast spells as well as your ability
+------------- to use some magical items.
+
+Dexterity: Affects your accuracy in combat, your general effectiveness
+---------- with missile weapons, your ability to dodge attacks aimed at
+ you, and your ability to use thiefly skills such as
+ backstabbing and disarming traps. Although your dexterity does
+ not affect your evasion score (EV) directly, any calculation
+ involving your EV score also takes account of your dexterity.
+
+Furthermore, the following numbers settle the appearance of your character.
+
+Armour Class: Also called AC, when something injures you, your AC reduces the
+------------- amount of damage you suffer. The number next to your AC is a
+ measure of how good your shield (if any) is at blocking attacks.
+ In both cases, more is better.
+
+Evasion: Also called EV, this helps you to avoid being hit by unpleasant
+-------- things.
+
+Gold: This is how much money you're carrying. Money adds to your
+----- final score, and can be used to purchase items in shops.
+
+Magic Resistance: Affects your ability to resist the effects of enchantments and
+----------------- similar magic directed at you. Although your magic resistance
+ increases with your level to an extent determined by your
+ character's species, the creatures you will meet deeper in the
+ dungeon are better at casting spells and are more likely to be
+ able to affect you. MR is an internal variable, so you can't see
+ what yours is.
+
+Sometimes characters will be able to use special abilities, for example the
+Naga's ability to spit poison or the magical power to turn invisible granted by
+a ring. These are accessed through the 'a' command.
+
+There are many ailments or enchantments that can temporarily befall you. These
+are noted in the stats area below the experience line. Many of them are
+self-explaining, like Pray, or Hungry. Many others, however, can be subtle, and
+a full list with explanations is given in appendix X.5.
+
+
+--------------------------------------------------------------------------------
+D. EXPLORING THE DUNGEON
+--------------------------------------------------------------------------------
+
+Movement:
+---------
+You can make your character walk around with the numeric keypad (try both
+Numlock on and off) or the "Rogue" keys (hjklbnyu). If this is too slow, you can
+make your character walk repeatedly by typing shift and a direction. They will
+walk in that direction until any of a number of things happen: a hostile monster
+is visible on the screen, a message is sent to the message window for any
+reason, you type a key, or you are about to step on anything other than normal
+floor or an undiscovered trap and it is not your first move of the long walk.
+Note that this is functionally equivalent to just pressing the direction key
+several times.
+
+Resting and Searching:
+----------------------
+If you press shift and '5' on the numeric keypad (or just the number '5' on the
+keyboard) you rest for 100 turns or until your hit points or magic return to
+full, whichever is sooner. You can rest for just one turn by pressing '.',
+Delete, 's', or '5' on the keypad. Whenever you are resting, you are assumed to
+be observing your surroundings, so you have a chance of detecting any traps or
+secret doors adjacent to you.
+
+Examining:
+----------
+The section of the viewing window which is coloured (with the '@' representing
+you at the centre) is what you can see around you. The dark grey around it is
+the parts of the level which you have visited, but cannot currently see. The 'x'
+command lets you move the cursor around to get a description of the various
+dungeon features, and typing '?' when the cursor is over a monster brings up a
+short description of that monster. You can get a map of the whole level (which
+shows where you've already been) by typing the 'X' key. This map specially
+colour-codes stairs and known traps, even if something is on top of them.
+
+Staircases and Portals:
+-----------------------
+You can make your way between levels by using staircases, which appear as '>'
+(down) and '<' (up), by pressing the '>' or '<' keys. If you ascend an up
+staircase on level one, you will leave the dungeon forever; if you are
+carrying the magical Orb of Zot, you win the game by doing this.
+Occasionally you will find an archway; these lead to special places like shops,
+magical labyrinths, and Hell. Depending on which type of archway it is, you can
+enter it by typing '<' or '>'.
+
+Doors and Traps:
+----------------
+Doors can be opened with the 'o' command and closed with the 'c' command.
+Pressing control plus a direction also opens doors. If there is no closed door
+in the indicated space, you will attempt to attack any monster which may be
+standing there (this is the only way to attack a friendly creature hand-to-
+hand). If there is no creature there, you will attempt to disarm any trap in
+the target square. If there is apparently nothing there you will still attack
+it, just in case there's something invisible lurking around.
+A variety of dangerous and irritating traps are hidden around the dungeon. Traps
+look like normal floor until discovered. Some traps can be disarmed with the
+control-direction commands.
+
+Shops:
+------
+When you are in a shop, you are given a list of the shopkeeper's stock from
+which to choose, and a list of instructions. Unfortunately the shopkeepers all
+have an enterprise bargaining agreement with the dungeon teamsters union which
+prevents them using non-union labour to obtain stock, so you can't sell
+anything in a shop (but what shopkeeper would buy goods from a disreputable
+adventurer like you, anyway?).
+
+Automated Travel and Exploration:
+---------------------------------
+Crawl has an extensive automated travel command: pressing Ctrl-G lets you chose
+any dungeon level, the game will then take the shortest path to reach this
+destination. You can use autotravel also on the level map: move the cursor to
+the place where you want to go and hit Enter. There are several shortcuts when
+choosing destinations: try '<' and '>' to quickly reach the staircases. When
+your autotravel gets interrupted, Crawl will remember the previous destination.
+Hitting Ctrl-G again and following with Enter puts the cursor on that square.
+See appendix X.4 for all commands and shortcuts in level-map mode.
+Another use of autotravel is exploration: Ctrl-O makes your character move
+to the nearest unexplored area. This can be dangerous - do not use it when known
+hostiles are around! Also note that this algorithm is not optimal: by manual
+exploration you can save turns; yet auto-explore will probably save real-time.
+
+Stashes and Searching:
+----------------------
+Since you can only carry 52 items, you will want to safely stash things away
+at some time. Pressing Ctrl-S tells Crawl to consider all items on the square
+as a Stash (this is only necessary with the option stash_tracking=explicit,
+which is the default; with the other two values manually declaring stashes is
+not necessary). You can use the Find command Ctrl-F to search among your
+stashes; the parser accepts even regular expressions, although you will mostly
+just need strings like 'mutation', 'heal wounds' etc. Ctrl-F also looks among
+items in shops. A list with all places is presented, where objects matching
+the search are (or have been) located; you can then travel there.
+
+The Goal:
+---------
+You goal is to locate the Orb of Zot, which is held somewhere deep beneath the
+world's surface. The Orb is an ancient and incredibly powerful artefact, and
+the legends promise great things for anyone brave enough to extract it from
+the fearsome Dungeon. Some say it will grant immortality or even godhood to
+the one who carries it into the sunlight; many undead creatures seek it in the
+hope that it will restore them to life. But then, some people will believe
+anything. Good luck!
+
+Further Help:
+-------------
+A full list of the commands available to you can be accessed by typing '?'
+(question mark). If you don't like them, they can be changed by the use of
+keymaps and macros. See macro.txt in the Docs directory. A full list of all
+default commands (in the various modes) also appears in appendix X.4.
+
+
+--------------------------------------------------------------------------------
+E. EXPERIENCE AND SKILLS
+--------------------------------------------------------------------------------
+
+When you kill monsters, you gain experience points (xp) and you also receive one
+half experience for monsters killed by friendly creatures. When you get enough
+xp, you gain an experience level, making your character more powerful. As they
+gain levels, characters gain more hit points, magic points, and spell levels.
+
+Additionally, the experience you gain is used for your experience pool. This
+pool of points is used up whenever you practice a skill. These skills represent
+proficiency with all areas of endeavour an ambitious adventurer might need in
+the dungeons. They range from different weapon skills (both for close and ranged
+combat) to many magical skills and several additional activities like Dodging or
+Stabbing. See appendix X.3 for a detailed description of all skills present in
+Crawl. It is very important that the learn in which a character learns a skill
+depends solely on race. These so-called aptitudes are hinted at generally in the
+list of species (see appendix X.1).
+
+You can see your character's skills by pressing the 'm' key; the higher the
+level of a skill, the better you are at it. Every time your character gains
+experience points, those points become available to increase skills. You convert
+experience points into skill levels by practising the skill in question (e.g.
+fight with a certain type of weapon, cast a certain type of spell, or walk
+around wearing light armour to practise stealth). The amount of unassigned
+experience points is shown next to your experience total on the main screen as
+well as on the skills screen, and the number in blue next to each skill counts
+down from 9 to 0 as you get closer to gaining a level in that skill.
+
+You can elect not to practise a particular skill by selecting it in the skill
+screen (making it turn dark grey). This means that you will be less likely to
+increase that skill when you practise it (and will also not spend as many
+experience points on it). This can be useful for skills like stealth which use
+up points whenever you move. It can also be used on a specific weapon skill if
+you want to spend more points on Fighting, and similarly with magic skills and
+Spellcasting.
+
+Occasionally you fill a manual of a skill which allows to make quick progress in
+this area. Whenever you read it, all free experience is transferred into
+exercising this particular skill. This can be done until a fixed amount of
+experience has been spent that way.
+
+
+--------------------------------------------------------------------------------
+F. MONSTERS
+--------------------------------------------------------------------------------
+
+In the caverns of Crawl, you will find a great variety of creatures, most of
+which are displayed by capital or small letters of the alphabet. Many of them
+would very much like to eat you. To stop them doing this, you will need to
+fight. To attack a monster, stand next to it and move in its direction; this
+makes you attack it with your wielded weapon. Of course, some monsters are just
+too nasty to beat, and you will find that discretion is often the better part of
+valour.
+
+Some monsters can be friendly; friendly monsters will follow you around and
+fight on your behalf (you gain 1/2 the normal experience points for any kills
+they make). You can command your allies using the '!' key, which lets you either
+shout to attract them or tell them who to attack.
+
+A special kind of monsters are Uniques. Many of these come up with very nasty
+ideas how to rid the dungeon of you. Treat them very carefully, in particular if
+you meet a unique for the first time.
+
+Other, even rarer, obstacles are statues. These appear in a variety of ways,
+ranging from harmless granite ones (who still often signify something of
+interest) to really dreadful ones. Be alert whenever seeing such a statue. The
+best method to destroy statues is by means of wands of disintegration; you can
+also bash one by brute force, however.
+
+When playing Crawl, you will undoubtely want to develop a feeling for the
+different monster types. For example, some monster leave edible corpses, others
+don't, and still others are sometimes. Guided by intuition, you will soon figure
+out which monsters make the best meals. Likewise, ranged or magic attackers will
+prove a different kind of threat then closed combateers. Learn from past deaths
+and remember which monsters pose the most problems. Try to treat them with
+different measures in future encounters.
+
+
+--------------------------------------------------------------------------------
+G. ITEMS
+--------------------------------------------------------------------------------
+
+In the dungeons of Crawl there are many different kinds of normal and magical
+artefacts to be found and used. Some of them are useful, some are nasty, and
+some give great power, but at a price. Some items are unique; these have
+interesting properties which can make your life rather bizarre for a while.
+They all fall into several classes of items, each of which is used in a
+different way. Here is a general list of what you might find in the course of
+your adventures, how these are displayed and what commands there are to use
+them:
+
+) weapons (use 'w'ield)
+( ammunition (use 't'hrow or 'f'ire)
+[ armour (use 'W'ear and 'T'ake off)
+% food (use 'e'at; also 'D'issect for corpses)
+? scrolls (use 'r'ead)
+! potions (use 'q'uaff)
+/ wands (use 'z'ap)
+= rings (use 'P'ut on and 'R'emove)
+" amulets (use 'P'ut on and 'R'emove)
+\ staves, rods (use 'w'ield for staves; 'E'voke for rods)
++ spellbooks (use 'r'ead and 'M'emorise and 'Z'ap)
+} miscelleneous (use generally 'w'ield and 'E'voke)
+
+There are several general keys for item management:
+'d' drop item
+'g' pick up item from the ground (also with the comma key ',')
+ for several items press 'g' or ',' twice to get a pickup menu
+'=' reassign item slot (works also for spells slots)
+'i' shows inventory
+'v' examine item
+'}' inscribe item
+'\' check list of already discovered items
+
+Item usage:
+-----------
+ You pick items up with the 'g'et or ',' (comma) command and drop them with
+ the 'd'rop command. When you are given a prompt like "drop which item?" or
+ "pick up <x>?", if you type a number before either the letter of the item,
+ or 'y' or 'n' for yes or no, you will drop or get that quantity of the item.
+ Picking up items from one square takes always one turn. Dropping several
+ items in one go takes _more_ turns, so be careful here.
+
+ Typing 'i' gives you an inventory of what you are carrying. When you are
+ given a prompt like "Throw [or wield, wear, etc] which item?", you can type
+ the letter of the item, or you can type '?' or '*' to get an inventory list.
+ '?' lists all appropriate items, while '*' lists all items, appropriate or
+ not. When the inventory screen is showing "-more-", to show you that there
+ is another page of items, you can type the letter of the item you want
+ instead of Space or Enter. You can carry at most 52 items at once, and the
+ total weight is bounded by your carrying capacity. Both of these are printed
+ at the top of the inventory screen.
+
+ You can use the adjust command (the '=' key) to change the letters to which
+ your possessions are assigned. This command can be used to change spell
+ letters as well.
+
+ Some items can be stickycursed, in which case they weld themselves to your
+ body when you use them. Such items usually carry some kind of disadvantage:
+ a weapon or armour may be damaged or negatively enchanted, while rings can
+ have all manner of unpleasant effects on you. If you are lucky, you might
+ find magic which can rid you of cursed items.
+
+ Items like scrolls, potions and some other types each have a characteristic,
+ like a label or a colour, which will let you tell them apart on the basis of
+ their function. However, these characteristics change between each game, so
+ while in one game every potion of healing may be yellow, in another game
+ they might all be purple and bubbly. Once you have discovered the function
+ of such an item, you will remember it for the rest of the current game. You
+ can access your item discoveries with the '\' key.
+
+ A very useful command is the 'v' key, which gives you a description of what
+ an item does. This is particularly useful when comparing different types of
+ weapons, but don't expect too much information from examining unidentified
+ items.
+
+ Another useful command is the '{' key which lets you inscribe items with a
+ comment. You can also inscribe commands; in particular inscripting '=k'
+ will cause the item to be completely ingnored from now on (it can only be
+ picked up if all items on that square have the '=k' mark). An item with '@w9'
+ can be wielded with the command 'w9', i.e. regardless of their actual item
+ slot (here 'w'ield could be replaced by any sensible command key, using '*'
+ signifies all keys at once; and the '9' could be substituted by any digit).
+ An item with '!w' demands confirmation before wielding. For more on this, and
+ especially auto-inscription, see crawl-options.txt.
+
+) Weapons:
+----------
+ These are rather important. You will find a variety of weapons in the
+ dungeon, ranging from small and quick daggers to huge, cumbersome
+ battleaxes and pole-arms. Each type of weapon does a differing amount of
+ damage, has a different chance of hitting its target, and takes a
+ different amount of time to swing. You should choose your weapons
+ carefully; trying to hit a bat with a greatsword is about as clever as
+ bashing a dragon with a club. For this reason it is wise to have a good
+ mixture of weapon skills. Skills affect damage, accuracy and speed.
+
+ Weapons can be enchanted; when they are identified, they have values which
+ tell you how much more effective they are than an unenchanted version. The
+ first number is the enchantment to-hit, which affects the weapon's
+ accuracy, and the second is its damage enchantment; weapons which are not
+ enchanted are simply '+0'. Some weapons also have special magical effects
+ which make them very effective in certain situations. Some types of hand
+ weapons (especially daggers, spears and hand axes) are quite effective
+ when thrown.
+
+ You can wield weapons with the 'w' command, which is a very quick action.
+ If for some reason you want to go bare-handed, type 'w' followed by a
+ hyphen ('-'). Note that weapons are not the only class of item which you
+ can wield.
+
+ The ' (apostrophe) key is a shortcut which automatically wields item a. If
+ item a is being wielded, it causes you to wield item b instead, if possible.
+ Try assigning the letter a to your primary weapon, and b to your bow or
+ something else you need to wield only sometimes. Note that this is just a
+ typing shortcut and is not functionally different to wielding these items
+ normally.
+
+( Ammunition:
+-------------
+ If you would rather pick off monsters from a safe distance, you will need
+ ammunition for your sling or bow. Darts are effective when simply thrown;
+ other kinds of ammunition require you to wield an appropriate device to
+ inflict worthwhile damage. Ammunition has only one "plus" value, which
+ affects both accuracy and damage. If you have ammunition suitable for
+ what you are wielding, the 'f' command will choose the first lot in your
+ inventory, or you can use the 't' command to throw anything. If you are
+ using the right kind of hand weapon, you will "shoot" the ammunition,
+ otherwise you "throw" it. At times it also sensible to throw weapons like
+ spears, daggers, or hand axes.
+
+ When throwing something, you are asked for a direction. You can either
+ enter one of the directions on your keypad, or type '*' and move the
+ cursor over your target if they are not in a direct line with you. When
+ the cursor is on them, press '.' (period) or Delete to target them (you
+ can also target an empty space if you want). If you press '>' instead of
+ '.', the missile will stop at that space even if it misses, and if the
+ target space is water, it may hit anything which might be lurking beneath
+ the surface (which would otherwise be missed completely). If you type '.'
+ (or Del) instead of a direction or '*', or if you target yourself as
+ described above, you throw whatever it is at yourself (this can be useful
+ when zapping some wands; see later). Also, if you type 'p' instead of a
+ direction or '*', you will target your previous target (if still
+ possible).
+
+[ Armour:
+---------
+ This is also rather important. When worn, most armour improves your Armour
+ Class, which decreases the amount of damage you take when something
+ injures you. Unfortunately the heavier types of armour also hamper your
+ movement, making it easier for monsters to hit you (ie reducing your
+ evasion score) and making it harder for you to hit monsters. These effects
+ can be mitigated by a high Armour skill. Wearing heavy armour also
+ increases your chances of miscasting spells, an effect which is not
+ reduced by your Armour skill.
+
+ A Shield normally affects neither your AC or your evasion, but it lets you
+ block some of the attacks aimed at you and absorbs some of the damage you
+ would otherwise receive from things like dragon breath and lightning
+ bolts. Wearing a shield (especially a large shield) makes you less
+ effective in hand combat. Shields are more effective when you're fighting a
+ small number of foes than when you're surrounded.
+ In general, shields come in three sizes: bucklers, shields, and large
+ shields. All shields can be used with bows and rods, although the penalties
+ make it rather inadvisable for anything other than a buckler.
+
+ Some magical armours have special powers. These powers are sometimes
+ automatic, affecting you whenever you wear the armour, and sometimes must
+ be activated with the 'a' command.
+
+ You can wear armour with the 'W' command, and take it off with the 'T'
+ command.
+
+% Food:
+-------
+ This is extremely important. You can find many different kinds of food in
+ the dungeon. If you don't eat when you get hungry, you will eventually
+ die of starvation. Fighting, carrying heavy loads, casting spells, and
+ using some magical items will make you hungry. When you are starving you
+ fight less effectively as well. You can eat food with the 'e' command.
+
+? Magical Scrolls:
+------------------
+ Scrolls have many different magical spells enscribed on them, some good
+ and some bad. One of the most useful scrolls is the scroll of Identify,
+ which will tell you the function of any item you have in your inventory;
+ save these up for the more powerful and inscrutable magic items, like
+ rings. You can read scrolls (and by doing so invoke their magic) with the
+ 'r' command.
+
+! Magical Potions:
+------------------
+ While scrolls tend to affect your equipment or your environment, most
+ potions affect your character in some way. The most common type is the
+ simple healing potion, which restores some hit points, but there are many
+ other varieties of potions to be found. Potions can be quaffed (drunk)
+ with the 'q' command. Try to avoid drinking poisonous potions!
+ By the way, you can also drink from fountains you encounter in the dungeon.
+
+/ Wands:
+--------
+ Sometimes you will be lucky enough to find a stick which contains stored
+ magical energies. Wands each have a certain amount of charges, and a wand
+ will cease to function when its charges run out. You must identify a wand
+ to find out how many uses it has left. Wands are aimed in the same way as
+ missile weapons, and you can invoke the power of a wand by 'z'apping it.
+
+=" Rings and Amulets:
+---------------------
+ Magical rings are among the most useful of the items you will find in the
+ dungeon, but can also be some of the most hazardous. They transfer various
+ magical abilities onto their wearer, but powerful rings like rings of
+ regeneration or invisibility make you hunger very quickly when activated.
+ You can put on rings with the 'P' command, and remove them by typing 'R'.
+ You can wear up to two rings simultaneously, one on each hand; which hand
+ you put a ring on is immaterial to its function. Some rings function
+ automatically, while others require activation (the 'a' command).
+
+ Amulets are similar to rings, but have a different range of effects (which
+ tend to be more subtle). Amulets are worn around the neck, and you can
+ wear only one at a time.
+
+\ Staves:
+---------
+ There are a number of types of magical staves. Some enhance your general
+ spellcasting ability, while some greatly increase the power of a certain
+ class of spells (and possibly reduce your effectiveness with others).
+ Some are spell staves, and hold spells which you can cast without having
+ to memorise them first, and also without consuming food. You must wield a
+ staff like a weapon in order to gain from its power, and magical staves
+ are as effective as +0 quarterstaves in combat. Spell staves can be
+ Invoked with the 'E' command while you are wielding them.
+
++ Books:
+--------
+ Most books contain magical spells which your character may be able to learn.
+ You can read a book with the 'r' command, which lets you access a
+ description of each spell, or memorise spells from it with the 'M' command.
+ Some books have other special effects, and powerful spellbooks have been
+ known to punish the attentions of incompetent magicians.
+ Occassionally you will find manuals of some skill. Reading these will cause
+ to go your free experience straight into that skill.
+
+% Carrion:
+----------
+ If you manage to kill a monster delicately enough to avoid scattering bits
+ of it around the room, it may leave a corpse behind for you to play with.
+ Despite the fact that corpses are represented by the same '%' sign as
+ food, you can't eat them without first cutting them into pieces with the
+ 'D' command, and being extremely hungry helps as well. Even then, you
+ should choose your homemade food with great care.
+ Some classes are less restricted about selfmade food: Trolls can use their
+ claws, so do not need a cutting device. Also Trolls, Orcs, Ogres, and Kobolds
+ care less (in different degrees) about the quality of the corpse. Ogres and
+ Trolls are happy to have corpse-snacks anytime. This does not apply to Ogre
+ Mages, as that race separated itself from the brutish traits of their distant
+ relatives.
+
+{ Miscellaneous:
+----------------
+ These are items which don't fall into any other category. You can use many
+ of them by wielding and 'E'voking them. You can also use some other
+ special items (such as some weapons) by invoking them in this way.
+
+Racial Items:
+-------------
+ Some items have been crafted by members of a gifted race, and have special
+ properties. In addition, items made by a specific race work better in the
+ hands of people of that race.
+
+ Dwarven weapons and armours are very durable, and do not rust or corrode
+ easily.
+
+ Orcish bows/crossbows are particularly effective in combination with orcish
+ arrows/bolts.
+
+ Elven armour is unusually light, and does not affect the dodging or stealth
+ of its wearer to the extent that other armours do. Elven cloaks and boots
+ are particularly useful to those who wish to be stealthy, and elven bows are
+ particularly effective in conjunction with elven arrows.
+
+ Centaurs and Nagas have uniquely shaped bodies. With luck, however, a
+ character of these species might find a Centaur or Naga barding.
+
+
+--------------------------------------------------------------------------------
+H. SPELLCASTING
+--------------------------------------------------------------------------------
+
+Magical spells are a very important part of surviving in the dungeon. Every
+character class can make use of magical spells, although those who enter the
+dungeon without magical skills must practise by reading scrolls before they can
+attempt spellcasting.
+
+There are many skills related to magic, the principal one being Spellcasting.
+This determines the number of Magic available and higher Spellcasting helps at
+several places when spells are involved. Next there are several general areas
+(Conjuration, Enchantments, Summonings, Necromancy, Translocations,
+Transmigration, and Divination) as well as several elemental areas (Fire, Ice,
+Air, and Earth). A particular spell can belong (and thus train) to up to three
+areas. Being good in the areas of a spell will improve the casting chance and in
+many cases the effect as well.
+
+Spells are stored in books, which you will occasionally find in the dungeon.
+You can read books with 'r' to look what spells they contain. In order to try to
+memorise a certain spell, use the 'M' command. Memorising can take a while. Each
+spell has a Level, which denotes the amount of skill required to use it as well
+as indicating how powerful it may be. You can only memorise a certain number of
+levels of spells; type 'M' to find out how many. When you gain experience
+levels, you can memorise more, and you will need to save up for several levels
+to memorise the more powerful spells. When you cast a spell, you temporarily
+expend some of your magical energy as well as becoming hungrier (although more
+powerful spellcasters hunger less quickly from using magic).
+
+You activate a memorised spell by pressing 'Z' (for Zap). The spells available
+are labelled with letters; you are free to change this labelling with the '='
+command. You can assign both lowercase and uppercase letters to spells. Some
+spells, for example most damage dealing ones, require a target. This is done in
+the same way as throwing projectiles: chose a direction to fire straight, or
+chose a monster with the '+' or '-' keys and press '.' (or Enter) to fire;
+finally you can manually target by pressing '*'. See appendix X.4 for a list of
+all commands while targeting.
+
+High level spells are difficult to cast, and you may miscast them every once
+in a while (resulting in a waste of magic and possibly dangerous side-effects).
+Your chance of failing to cast a spell properly depends on your skills, your
+intelligence, the level of the spell and whether you are wearing heavy armour.
+Failing to cast a spell exercises your spell skills, but not by as much as
+casting it successfully.
+
+Many of the more powerful spells carry disadvantages or risks; you should read
+the spell description (obtained by reading the spellbook in which you found
+the spell) before casting anything.
+
+There is a completely different way to the usage of spells: via rods. These
+are magical staves holding a number of spells.
+
+Be careful of magic-using enemies! Some of them can use magic just as well as
+you, if not better, and often use it intelligently.
+
+
+--------------------------------------------------------------------------------
+I. RELIGION
+--------------------------------------------------------------------------------
+
+There are a number of Gods, Demons and other assorted Powers who will accept
+your character's worship, and sometimes give out favours in exchange. You can
+use the '^' command to check the requirements of whoever it is that you
+worship, and if you find religion to be an inconvenience you can always
+renounce your faith (use the 'a' command - but some Gods resent being
+scorned!).
+
+The 'p' command lets you pray to your God. Anything you do while praying, you
+do in your God's name - this is how you dedicate your kills or corpse-sacrifices
+('D' command) to your God, for example. Note that not all gods like this.
+Praying also gives you a sense of what your God thinks of you, and can be used
+to sacrifice things at altars.
+
+To use any powers which your God deems you fit for, access the abilities menu
+with the 'a' command; God-given abilities are listed as invocations.
+
+Some classes start out religious; others have to pray at an altar to dedicate
+themselves to a life of servitude. There are altars scattered all over the
+dungeon, and your character has heard rumours of a special temple somewhere
+near the surface. At an altar, you can read a description of that god's general
+attitude by pressing 'p'. You will be asked afterwards if you really want to
+attend this circle.
+
+Crawl currently has the following gods:
+ Zin
+ The Shining One
+ Kikubaaqudgha
+ Yredelemnul
+ Xom
+ Vehumet
+ Okawaru
+ Makhleb
+ Sif Muna
+ Trog
+ Nemelex Xobeh
+ Elyvilon
+
+The following gods can be worshipped from the very beginning by some classes:
+ Zin traditional priests
+ Yredelemnul priests of death, and death knights
+ The Shining One paladins
+ Trog berserker
+ Xom chaos knights
+ Makhleb chaos knights
+ Elyvilon healers
+
+
+--------------------------------------------------------------------------------
+J. MUTATIONS
+--------------------------------------------------------------------------------
+
+Although it would doubtless be a nice thing if you could remain genetically
+pure, there are too many toxic wastes and mutagenic radiations in the Dungeon
+for that to be possible. If your character is so affected by these that he or
+she undergoes physiological change, you can use the 'A' command to see how
+much of a freak they've become and the 'a' command to activate any mutations
+which can be controlled. Many mutations are actually beneficial to the
+characters, but there are plenty of nasty ones, as well. Many mutations have
+three levels, each of which counts as a single mutation. All changes to the
+primary attributes Strength, Intelligence, and Dexterity (apart from those by
+levelling) are handled as mutations - in particular, these are not necessarily
+permanent.
+
+You can also become mutated by overusing certain powerful enchantments,
+particularly Haste (not the kind you get from being berserk) and Invisibility,
+as your system absorbs too much magical energy - but you would have to spend
+almost all of your time hasted or invisible to be affected. However, some
+powerful items radiate dangerous levels of magical energy. More often than
+not, the mutations caused by magical radiations express harmfully.
+
+Furthermore, certain corpses are mutagenic, and there are traps with mutation
+effects. There are some spells invoking mutations.
+
+It is much more difficult to get rid of bad mutations. Am lucky mutation
+attempt can actually remove mutations. However, the only sure fire way is to
+quaff a potion of cure mutation, which will remove three random mutations.
+
+A special case are Demonspawns. Characters of this species get certain special
+powers during their career; these are listed in red. They are permanent and
+can never be removed. If one of your Demonspawn powers has been augmented by a
+mutation, it is displayed in a lighter red colour.
+
+
+--------------------------------------------------------------------------------
+K. KEYMAPS, MACROS, AND OPTIONS
+--------------------------------------------------------------------------------
+
+Crawl supports redefining keys via key maps. This is useful when your keyboard
+layout makes some key awkward to use. You can also define macros: these are
+command sequences which can make playing a great deal more convenient. Note
+that mapping 'a' to some other key will treat almost all pressings of 'a' in
+that new way (including dropping and wielding etc.), so is not recommended.
+Macroing 'a' to some other key will only change the command key 'a'.
+
+You can set up key maps and macros in-game with the ` key, and save them with
+the ~ key. Alternatively, you can directly edit the macros.txt file. For more
+information on both and for examples, see the crawl_macros.txt.
+
+Crawl supports over 100 options which allows for great flexibility in the
+interface. The decisive account on these is in the file crawl_options.txt.
+The options themselves are set in the file .crawlrc (for unix systems) or
+init.txt (for Windows).
+
+Several interface routines are outsourced to external Lua scripts. The standard
+distribution has them in the Lua directory. Have a look at the single scripts
+for short descriptions.
+
+
+--------------------------------------------------------------------------------
+L. LICENCE, CONTACT, HISTORY
+--------------------------------------------------------------------------------
+
+Licence: Read Licence.txt for information about the Crawl licence (which
+ is practically identical to the nethack GPL).
+
+Disclaimer: This software is provided as is, with absolutely no warranty
+ express or implied. Use of it is at the sole risk of the user.
+ No liability is accepted for any damage to the user or to any
+ of the user's possessions.
+
+If you want to discuss Crawl, it's best to stick to the long-standing newsgroup
+ rec.games.roguelike.misc.
+Flag queries with -crawl- as other games are discussed there, as well. All
+topics related to this game usually meet a warm reponse there, including tales
+of victories (going under 'YAVP', i.e. 'Yet Another Victory Post'), especially
+first victories (YAFVP) as well as sad stories of deceased characters (being
+'YAAD' or 'YASD', i.e. 'Yet Another Annoying/Stupid Death').
+
+The Stone Soup branch of Dungeon Crawl has its own homepage located at
+ http://crawl-ref.sourceforge.net
+Use this page for direct links to downloads of the most recent version. You can
+also submit bug reports and feature requests there. Be sure to have a look if
+you bug/feature isn't already in the list. For more complicated requests it
+might be a good idea to discuss them at the newsgroup first.
+
+The history of Crawl is somewhat twisted, as is the case with many open-source
+projects of this size. It started in 1995, when Australian based Linley
+Henzell decided to create a game that takes its cue from Angband and Nethack
+but avoids several things annoying him in both these games. Progress was made
+rapidly, and Linley produced Crawl versions up to 3.30 in March 1999. During
+this time all of the basic design principles discussed in the next section were
+already established. Further work was then carried out by a group of developers
+who released 3.40 in February 2000. Of them, Brent Ross emerged as the single
+maintainer, producing versions until 4.0.0.beta26 in 2002. After a long period
+of silent work, he went a great step by releasing 4.1.2alpha in August 2005.
+This version is generally considered unplayable due to severe balancing issues.
+It is likewise accepted, however, that 4.1.2 contained many valuable ideas for
+future progress. In the meantime, several patches appeared, improving Crawl's
+interface tremendously. Several of them formed a new devteam; after figuring
+out that rebalancing 4.1.2 threatened to become an impossible task, they created
+a new branch. This was coined Stone Soup for some reason, and is the game this
+manual describes.
+
+It should be mentioned that there have been other Crawl variants over the years,
+among them Ax-Crawl by... and Tile Crawl by....
+
+The object of your quest in Crawl (the Orb of Zot) was taken from Wizard's
+Castle, a text adventure written in BASIC.
+
+
+--------------------------------------------------------------------------------
+M. PHILOSOPHY
+--------------------------------------------------------------------------------
+
+You may ponder about the wisdom of certain design decisions of Crawl. This
+section tries to explain some of them. It could also be of interest if you are
+used to other roguelikes and want a bit of background on the differences.
+
+One basic design principle is avoidance of grinding. This explains why shops
+don't buy: otherwise players would hoover the dungeon for items to sell. Of
+course, there are gods accepting all kinds of sacrifices (and thus altar
+grinding) but there are generally better ways to increase piety there. Another
+instance: there's no infinite commidity available: food, monster and item
+generation is generally not enough to support infinite play. Not messing with
+lighting also falls into this category.
+
+Another key feature is clarity: things ought to work in an intuitive way. While
+not true for everything, Crawl probably is winnable without access to spoilers.
+At least that's the hope, and surely there are less hidden tricks than in
+similar games.
+
+The skills and aptitude system is one of the factors for strategic play. It also
+serves to clearly differentiate the many species; thus providing replayability,
+in particular since the class/race combinations are by no means homogeneous in
+difficulty. Note that a rough idea about aptitudes is definitely enough to win,
+yet players can optimise here, as well.
+A weak spot of the current skill system is 'victory dancing', where characters
+spend experience accumulated in a big battle with stupid actions (like casting
+Magic Dart at the wall) in order to increase specific skills.
+
+A very important point in Crawl is steering away from nobrainers. Examples for
+this are the resistances: there are very few permanent sources, most involve a
+choice (like rings or specific armour) or are only semi-permanent (like
+mutations). Another example is the absence of guaranteed wishes (even scrolls of
+acquirement produce random items in general) or sure-fire means of life saving
+(the closest equivalent are controlled blinks).
+
+The branch system of Crawl is devised with replayability in mind: even veteran
+players will find the Hells exciting (which themselves are construed such that
+life endangering situations can always pop up - this tries to avoid the walking
+tank phenomon occurring in many games), and the Tomb is particularly easy only
+for special playing styles.
+
+The deep tactical gameplay Crawl aims for necessitates permanent dungeon levels.
+Many a time characters have to choose between descending or battling. While
+carefulness is a virtue in Crawl as it is in many other roguelikes, there are
+strong forces driving characters deeper.
+
+Finally, there are deliberate choices that allow different playing styles. For
+example, Mummies do not need to eat and so are principally suited for a infinite
+play. Draconians, on the other hand, develop their final form (including
+aptitudes, and sometimes resistances) only at level 7. These are a deviation
+from the usual rule that after choosing a race, the complete future of that
+character lies in the hand of the player.
+
+
+--------------------------------------------------------------------------------
+X.1 LIST OF CHARACTER SPECIES
+--------------------------------------------------------------------------------
+
+Human:
+------
+ Humans tend to be hardworking and industrious, and learn new things quickly.
+ The human race is the most versatile of all the species available to
+ players: humans can be of any class. Humans advance quickly in levels and
+ have equal abilities in all skills.
+
+Elves:
+------
+ There are a number of distinct races of elf in the world. Elves are all
+ physically slight but long-lived people, quicker-witted than humans but
+ sometimes slower to learn new things. Elves are especially good at using
+ those skills which require a degree of finesse, such as stealth, sword-
+ fighting and archery, but tend to be poor at using brute force and inelegant
+ forms of combat. They find heavy armour uncomfortable, and make the finest,
+ lightest armours to be found anywhere. Elves are particularly good at using
+ elven weapons.
+
+ Due to their fey natures, all elves are good at using enchantments and air
+ elemental magic and most are poor at invoking the powers of earth and death
+ (necromancy).
+
+ (Common) Elves:
+ ---------------
+ Those of the most common strain are referred to simply as elves or, when
+ they're not listening, as common elves. Common elves have good intelligence
+ and dexterity, but suffer a bit in strength. They have slightly fewer HP and
+ slightly more magic than humans, and advance in experience a bit more
+ slowly.
+
+ High Elves:
+ -----------
+ High elves are a tall and powerful elven race who advance in levels very
+ slowly, requiring half again as much experience as do humans. They share the
+ same attributes as common elves in most respects, but their strengths and
+ weaknesses tend to be more pronounced.
+
+ Grey Elves:
+ -----------
+ Grey elves also advance slowly, but not as slowly as high elves. They excel
+ at using short and long swords and bows, but are poor at other fighting
+ skills. They are excellent at all forms of magic except for necromancy.
+
+ Deep Elves:
+ -----------
+ The deep elves are an elven race who long ago fled the overworld to live in
+ darkness underground. There they developed their mental powers, evolving a
+ natural gift for all forms of magic (including necromancy and earth magic),
+ and adapted physically to their new environment, becoming shorter and weaker
+ than other elves and losing all colouration. They are poor at hand-to-hand
+ combat but excellent at fighting from a distance.
+
+ Sludge Elves:
+ -------------
+ Sludge elves are a somewhat degenerate race of elves. They are mirror images
+ of normal elves in some respects: they have no special proficiency with bows
+ or swords (long or short), nor do they have any aptitude in the traditional
+ areas of high elven magic (enchantments, conjurations and divinations). On
+ the other hand, they are superlative transmuters, and are comfortable
+ dabbling in necromantic, poison and elemental magic. As fighters they are
+ often more dangerous unarmed than armed. They advance in level slightly
+ faster than their common brethren.
+
+Dwarves:
+--------
+ Dwarves are short, hardy people. They love to fight, and often venture forth
+ from their subterranean cities to seek fame and fortune through battle.
+ Their armour and weapons are very well-crafted and much more durable than
+ the products of lesser artisans. Dwarves are particularly dangerous when
+ using dwarven weaponry.
+
+ Hill Dwarves:
+ -------------
+ Hill dwarves are extremely robust but are poor at using magic. They are
+ excellent at hand combat, especially favouring axes or bludgeoning weapons,
+ and are good at using armour and shields, but are poor at missile combat or
+ at using polearms (which are usually too big for them to wield comfortably).
+ The only forms of magic which they can use with even a minimal degree of
+ aptitude are earth, fire and conjurations. They advance in levels at a
+ similar rate to common elves.
+
+ Mountain Dwarves:
+ -----------------
+ Mountain dwarves come from the larger, more civilised communities of the
+ mountains. They advance slightly more quickly than hill dwarves and are
+ almost as robust while having similar aptitudes, but are slightly worse at
+ fighting while being slightly better at more civilised pursuits.
+
+Halflings:
+----------
+ Halflings, who are named for being about half the size of a human, live in
+ small villages. They live simple lives, and have simple interests. Some
+ times a particularly restless halfling will leave his or her village in
+ search of adventure.
+
+ Halflings are very small and are among the least robust of any character
+ species. Although only average at most fighting skills, they can use short
+ blades well and are good at all forms of missile combat. They are also very
+ stealthy and good at dodging and stabbing, but are poor at magic (except
+ enchantments and, for some reason, translocations). They advance in levels
+ as rapidly as humans. Halflings cannot wield large weapons.
+
+Gnomes:
+-------
+ Gnomes are an underground-dwelling race of creatures, related to the
+ dwarves but even more closely in touch with the earth.
+
+ They are quite small, and share many of their characteristics with
+ halflings (except for the great agility), although they advance slightly
+ more slowly in experience levels. They are okay at most skills, but
+ excellent at earth elemental magic and very poor at air magic.
+
+ Occasionally they can use their empathy with the earth to sense their
+ surroundings; this ability increases in power as they gain experience
+ levels.
+
+Hill Orcs:
+----------
+ Hill orcs are orcs from the upper world who, jealous of the riches which
+ their cousins the cave orcs possess below the ground, descend in search of
+ plunder and adventure.
+
+ Hill orcs are as robust as the hill dwarves, but have very low reserves of
+ magical energy. Their forte is brute-force fighting, and they are skilled at
+ using most hand weapons (with the exception of short blades, at which they
+ are only fair), although they are not particularly good at using missile
+ weapons. They prefer to use their own weapons. Orcs are poor at using most
+ types of magic with the exception of conjurations, necromancy, and earth and
+ fire elemental magic. They advance as quickly as humans.
+
+Kobolds:
+--------
+ Kobolds are small, ugly creatures with few redeeming features. They are not
+ the sort of people you would want to spend much time with, unless you happen
+ to be a kobold yourself.
+
+ They have poor abilities and have similar aptitudes to halflings, without
+ the excellent agility. However, they are better than halflings at using
+ some types of magic, particularly summonings and necromancy. They often
+ live as scavengers, surviving on carrion, but are carnivorous and can
+ only eat meat. They advance in levels as quickly as humans.
+
+The Undead:
+-----------
+ As creatures brought back from beyond the grave they are naturally immune to
+ poisons and negative energy, have little warmth left to be affected by cold,
+ and are not susceptible to reductions in their physical or mental abilities.
+
+ There are two type of undead available to players: Mummies and Ghouls.
+
+ Mummies:
+ --------
+ Mummies are undead creatures who travel into the depths in search of
+ revenge, redemption, or just because they want to.
+
+ Mummies progress very slowly in level, half again as slow as humans, and in
+ all skills except fighting, spellcasting and necromancy. As they increase in
+ level they become increasingly in touch with the powers of death, but cannot
+ use some types of necromancy which only affect living creatures. The side
+ effects of necromantic magic tend to be relatively harmless to mummies.
+ However, their dessicated bodies are highly flammable. They also do not need
+ to eat or drink, and in any case are incapable of doing so.
+
+ Ghouls:
+ -------
+ Ghouls are horrible undead creatures, slowly rotting away. Although ghouls
+ can sleep in their graves for years on end, when they rise to walk among the
+ living they must eat flesh to survive. Raw flesh is preferred, especially
+ rotting or tainted meat, and ghouls gain strength from consuming it.
+
+ They aren't very good at doing most things, although they make decent
+ fighters and, due to their contact with the grave, can use ice, earth and
+ death magic without too many difficulties.
+
+Naga:
+-----
+ The Naga are a race of hybrids: humanoid from the waist up, with a large
+ snake tail instead of legs.
+
+ They are reasonably good at most things and advance in experience levels at
+ a decent rate. They are naturally immune to poisons, can see invisible
+ creatures, and have tough skin, but their tails are relatively slow and
+ cannot move them around as quickly as can other creatures' legs (this only
+ affects their movement rate; all other actions are at normal speed). Their
+ body shape also prevents them from gaining full protection from most armour.
+ Their biggest forte is stealth: Nagas are very good at moving unnoticed.
+
+ Every now and then, a naga can spit poison; the range, accuracy and damage
+ of this poison increases with the naga's experience level.
+
+Ogres and Ogre Mages:
+---------------------
+ Ogres are huge, chunky creatures related to orcs. They are terrible monsters
+ who usually live to do nothing more than smash, smash, smash, and destroy.
+
+ They have great physical strength, but are bad at almost everything except
+ fighting and learn quite slowly. Because of their large size they can only
+ wear loose robes, cloaks and animal skins. Although ogres can eat almost
+ anything, their size means that they need to do so more frequently than
+ smaller folk.
+
+ Ogre-mages are a separate race of ogres who are unique among the beefier
+ species in their ability to use magic, especially enchantments. Although
+ slighter than their common ogre relatives they nevertheless have great
+ strength and can survive a lot of punishment. They advance in level as
+ slowly as high elves. In contrast to their common Ogre cousins, Ogre Mages
+ have lost the abilities to digest corpses when not hungry.
+
+Trolls:
+-------
+ Trolls are like ogres, but even nastier. They have thick, knobbly skins of
+ any colour from putrid green to mucky brown and their mouths are full of
+ ichor-dripping fangs.
+
+ They can rip creatures apart with their claws, and regenerate very quickly
+ from even the most terrible wounds. They learn very slowly indeed - even
+ more slowly than high elves - and need a great amount of food to survive.
+
+Draconians:
+-----------
+ Draconians are a race of human-dragon hybrids: humanoid in form and
+ approximately human-sized, with wings, tails and scaly skins. Draconians
+ start out in an immature form with brown scales, but as they grow in
+ power they take on a variety of colours. This happens at an early stage in
+ their career, and the colour is determined by chrosomes, not by behaviour.
+
+ Some types of draconians have breath weapons or special resistances.
+ Draconians advance very slowly in level, but are reasonably good at all
+ skills but armour (most types of which they cannot wear) and missile weapons.
+ Still, each colour has its own strengths and some have complementary
+ weaknesses, which sometimes requires a bit of flexibility.
+
+ Red Draconians feel at home in fiery surroundings. They're bad with ice magic.
+ White Draconians stem from frost-bitten lands, and are bad at fire magic.
+ Green Draconians are well-versed in the arts of poison.
+ Golden Draconians have sulphuritic odem.
+ Grey Draconians
+ Black Draconians command lightning and feel cumbersome with earth magic.
+ Mottled Draconians are somewhat in touch with fire, yet not weak at ice.
+ Purple Draconians are highly adapted to magics in general, with no specialty.
+ Pale Draconians are slightly biased towards fire magic and a religious life.
+
+Centaurs:
+---------
+ The Centaurs are another race of hybrid creatures: horses with a human
+ torso. They usually live in forests, surviving by hunting.
+
+ Centaurs can move very quickly on their four legs, and are excellent
+ with bows and other missile weapons; they are also reasonable at the
+ Fighting skill while being slow learners at specific weapon skills. They
+ advance quite slowly in experience level and are rather sub-average at
+ using magic. Due to their large bulk, they need a little extra food to
+ survive.
+
+Demigods:
+---------
+ Demigods are mortals (humans, orcs or elves, for example) with some divine
+ or angelic ancestry, however distant; they can be created by a number of
+ processes including magical experiments and the time-honoured practice of
+ interplanar miscegenation.
+
+ Demigods look more or less like members of their mortal part's race, but
+ have excellent attributes (strength, int, dex) and are extremely robust; they
+ can also draw on great supplies of magical energy. On the downside they
+ advance very slowly in experience, gain skills slightly less quickly than
+ humans, and due to their status cannot worship the various Gods and Powers
+ available to other classes of being.
+
+Spriggans:
+----------
+ Spriggans are small magical creatures distantly related to elves. They
+ love to frolic and cast mischevious spells.
+
+ They are poor fighters, have little physical resilience, and are terrible at
+ destructive magic - conjurations, summonings, necromancy and elemental
+ spells. On the other hand, they are excellent at other forms of magic and
+ are very good at moving silently and quickly. So great is their speed that a
+ spriggan can keep pace with a centaur.
+
+Minotaurs:
+----------
+ The minotaur is yet another hybrid - a human body with a bovine head. It
+ delves into the Dungeon because of its instinctive love of twisting
+ passageways.
+
+ Minotaurs are extremely good at all forms of physical combat, but are
+ awful at using any type of magic. They can wear all armour except for
+ some headgear.
+
+Demonspawn:
+-----------
+ Demonspawn are horrible half-mortal, half-infernal creatures - the flip side
+ of the Demigods. Demonspawn can be created in any number of ways: magical
+ experiments, breeding, unholy pacts, etc. Although many demonspawn may be
+ indistinguishable from those of pure mortal stock, they often grow horns,
+ scales or other unusual features. Powerful members of this class of beings
+ also develop a range of unholy abilities, which are listed as mutations (and
+ can sometimes be activated with the 'a' command).
+
+ Demonspawn advance quite slowly in experience and learn most skills at about
+ the same rate as do Demigods. However, they are a little better at fighting
+ and much better at conjurations, summonings, necromancy and invocations.
+
+Kenku:
+------
+ The Kenku are an ancient and feared race of bird-people with a legendary
+ propensity for violence. Basically humanoid with bird-like heads and clawed
+ feet, the kenku can wear all types of armour except helmets and boots.
+ Despite their lack of wings, powerful kenku can fly and very powerful
+ members of this race can stay in the air for as long as they wish to do so.
+
+ They are experts at all forms of fighting, including the magical arts of
+ combat (conjurations, summonings and, to a lesser extent, necromancy). They
+ are good at air and fire elemental magic, but poor at ice and earth magic.
+ Kenku do not appreciate any form of servitude, and so are poor at using
+ invocations. Their light avian bodies cannot sustain a great deal of injury.
+
+Merfolk:
+--------
+ The Merfolk are a hybrid race of half-human, half-fish that typically
+ live in the oceans and rivers and seldom come onto the land. The merfolk
+ aren't as limited on land as some myths suggest, their tails will quickly
+ reform into legs once they leave the water (and, likewise, their legs
+ will quickly reform into a tail should they ever enter water). Their
+ agility is often misjudged, and they tend to be surprising nimble on
+ land as well as in the water. Experts at swimming they need not fear
+ drowning as they can quickly slip out of any encumbering armour during
+ the transformation into their half-fish form.
+
+ The Merfolk have developed their martial arts strongly on thrusting
+ and grappling, since those are the most efficient ways to fight
+ underwater. They, therefore, prefer polearms and short swords above
+ all other weapons, although they can also use longer swords quite well.
+
+ As spellcasters, they tend to be quite good in specific areas. Their
+ mystical relationship with water makes it easier for them to use
+ divination, poison, and ice magics... which use water occasionally
+ as a material component. The legendary water magic of the merfolk
+ was lost in ancient times, but some of that affinity still remains.
+ The instability of their own morphogenic matrix has made them very
+ accomplished transmuters, but most other magics seem foreign to them.
+
+Note:
+
+ Some species have special abilities which can be accessed by the 'a'
+ abilities menu. Some also have physical characteristics which allow them
+ to make extra attacks using the Unarmed Combat skill.
+
+
+--------------------------------------------------------------------------------
+X.2 LIST OF CHARACTER CLASSES
+--------------------------------------------------------------------------------
+
+In your quest, you play as one of a number of different types of characters.
+Although each has its own strengths and weaknesses, some are definitely easier
+than others, at least to begin with. The best classes for a beginner are
+probably Gladiators, Fighters and Berserkers; if you really want to play a
+magician, try a Conjurer. Each class starts out with a different set of skills
+and items, but from there you can shape them as you will.
+
+Fighters:
+---------
+ Fighters start with a decent weapon, a suit of armour and a shield. They
+ have a good general grounding in the arts of fighting.
+
+Gladiators:
+-----------
+ The Gladiator is trained to fight in the ring, and so is an expert in the
+ art of fighting but is not so good at anything else. In fact, Gladiators are
+ pretty terrible at anything except bashing monsters with heavy things. They
+ start with a nasty weapon, a small shield, and armour.
+
+Berserkers:
+-----------
+ Berserkers are hardy warriors who worship Trog the Wrathful, from whom they
+ get the power to go berserk (as well as a number of other powers should they
+ prove worthy) but who forbids the use of spell magic. They enter the dungeon
+ with an axe and a set of leather armour.
+
+Hunters:
+--------
+ The Hunter is a type of fighter who specialises in missile weapons. A Hunter
+ starts with a bow and some arrows, as well as a hunting knife and a set of
+ leathers.
+
+Monks:
+------
+ The Monk is a member of an ascetic order dedicated to the perfection of
+ one's body and soul through the discipline of the martial arts. Monks start
+ with very little equipment, but can survive without the weighty weapons and
+ spellbooks needed by other classes.
+
+Thieves:
+--------
+ The Thief is one of the trickiest classes to play. Thieves start out with a
+ large variety of useful skills, and need to use all of them to survive.
+ Thieves start with a short sword, some throwing darts, and light armour.
+
+Assassin:
+---------
+ An Assassin is a thief who is especially good at killing. Assassins are like
+ thieves in most respects, but are more dangerous in combat.
+
+Stalkers:
+---------
+ The stalker is an assassin who has trained in the use of poison magic.
+
+Crusaders:
+----------
+ The Crusader is a decent fighter who can use the magical art of enchantment
+ to become more dangerous in battle. Crusaders start out lightly armed and
+ armoured, but equipped with a book of martial spells.
+
+Reavers:
+--------
+ Reavers are warriors who learn the magics of destruction in order to
+ complement their deadliness in hand combat.
+
+Death Knights:
+--------------
+ The Death Knight is a fighter who aligns him or herself with the powers of
+ death. There are two types of Death Knights: those who worship and draw
+ their abilities from the Demon-God Yredelemnul, and those who study the
+ fearsome arts of necromancy.
+
+Chaos Knights:
+--------------
+ The Chaos Knight is a fighter who chooses to serve one of the fearsome and
+ unpredictable Gods of Chaos. He or she has two choices: Xom or Makhleb.
+ Xom is a very unpredictable (and possibly psychotic) entity who rewards
+ or punishes according to whim. Makhleb the Destroyer is a more purposeful
+ God, who appreciates destruction and offers a variety of very violent
+ powers to the faithful.
+
+Paladins:
+---------
+ The Paladin is a servant of the Shining One, and has many of the abilities
+ of the Fighter and the Priest. He or she enters the dungeon with a sword,
+ a shield, a robe, and a healing potion.
+
+Priests:
+--------
+ Priests serve either Zin, the ancient and revered God of Law, or the
+ rather less pleasant Death-God Yredelemnul. Although priests enter the
+ dungeon with a mace (as well as a priestly robe and a few healing
+ potions), this is purely the result of an archaic tradition the reason
+ for which has been lost in the mists of time; Priests are not in any way
+ restricted in their choice of weapon skills.
+
+Healers:
+--------
+ The Healer is a priest of Elyvilon. Healers begin with minor healing
+ powers, but can gain far greater abilities in the long run.
+
+Magicians: These are not a class, but a type of class. A magician is the best
+at using magic. Magicians start with a dagger, a robe, and a book of spells
+which should see them through the first several levels. There are various kinds
+of magicians.
+
+ Wizard:
+ -------
+ A Wizard is a magician who does not specialise in any area of magic.
+ Wizards start with a variety of magical skills and the magic dart spell in
+ memory.
+
+ Conjurer:
+ ---------
+ The Conjurer specialises in the violent and destructive magic of
+ conjuration spells. Like the Wizard, the Conjurer starts with the magic
+ dart spell.
+
+ Enchanter:
+ ----------
+ The Enchanter specialises in the more subtle area of enchantment magic.
+ Although not as directly powerful as conjurations, high-level enchantments
+ offer a wide range of very handy effects. The Enchanter begins with
+ lightly enchanted weapons and armour, but no direct damage spell (since
+ enchantments does not deal with direct attacks). Instead they begin
+ with the "confusing touch" spell and some enchanted darts, which should
+ help them out until they can use the higher level enchantment spells.
+
+ Summoner:
+ ---------
+ The Summoner specialises in calling creatures from this and other worlds
+ to give assistance. Although they can at first summon only very wimpy
+ creatures, the more advanced summoning spells allow summoners to call on
+ such powers as elementals and demons.
+
+ Necromancer:
+ ------------
+ The Necromancer is a magician who specialises in the less pleasant side of
+ magic. Necromantic spells are a varied bunch, but many involve some degree
+ of risk or harm to the caster.
+
+ Elementalists:
+ --------------
+ Elementalists are magicians who specialise in one of the four types of
+ elemental magic: air, fire, earth, or ice.
+
+ Fire Magic tends towards destructive conjurations.
+
+ Ice Magic offers a balance between destructive conjurations and
+ protective enchantments.
+
+ Air Magic provides many useful enchantments in addition to some
+ unique destructive capabilities.
+
+ Earth Magic is a mixed bag, with destructive, defensive and utility
+ spells available.
+
+ Venom Mages:
+ ------------
+ Venom mages specialise in poison magic, which is extremely useful in the
+ shallower levels of the dungeon where few creatures are immune to it. Poison
+ is especially effective when used against insects.
+
+ Transmuters:
+ ------------
+ Transmuters specialise in transmigrations, and can cause strange changes
+ in themselves and others.
+
+ Warpers:
+ --------
+ Warpers specialise in translocations, and are experts in travelling long
+ distances and positioning themselves precisely.
+
+Wanderers:
+----------
+ Wanderers are people who have not learned a specific trade. Instead,
+ they've travelled around becoming "Jacks-of-all-trades, master of none".
+ They start the game with a large assortment of skills and maybe some
+ small items they picked up along the way, but other than that they're
+ pretty much on their own. Non-human wanderers might not even know which
+ skills they have (since they haven't quite learned enough for one full
+ level), and therefore make for an additional challenge. You shouldn't
+ expect human wanderers to be easy either, as this class is typically
+ harder to play than the other classes.
+
+
+--------------------------------------------------------------------------------
+X.3 LIST OF SKILLS
+--------------------------------------------------------------------------------
+
+Here is a description of the skills you may have:
+
+Fighting skills:
+----------------
+ Fighting is the basic skill used in hand-to-hand combat, and applies no
+ matter which weapon your character is wielding (if any). It is also the
+ skill which determines the number of hit points your character gets as
+ they increase in level (note that this is calculated so that you don't get
+ a long run advantage by starting out with a high fighting skill).
+
+ Weapon skills affect your ability to fight with specific melee weapons.
+ Weapon skills include:
+
+ o Short Blades
+ o Long Blades
+ o Maces & Flails
+ o Axes
+ o Staves
+ o Polearms
+
+ If you are already good at a weapon, say a long sword, and you practise
+ for a while with similar weapon such as a short sword, your practise will
+ be speeded up (and will require less experience) until both skills are
+ equal. Similar types of weapons include:
+
+ o Short Blades and Long Blades
+ o Maces & Flails and Axes
+ o Polearms and Axes
+ o Staves and Polearms
+
+ Being good at a specific weapon improves the speed with which you can use
+ it by about 10% every two skill levels. Although lighter weapons are
+ easier to use initially, as they strike quickly and accurately, heavier
+ weapons increase in damage potential very quickly as you improve your
+ skill with them.
+
+ Unarmed Combat is a special fighting skill. It allows your character to
+ make a powerful attack when unarmed and also to make special secondary
+ attacks (and increases the power of those attacks for characters who get
+ them anyway). You can practise Unarmed Combat by attacking empty-handed,
+ and it is also exercised when you make a secondary attack (a kick, punch
+ etc). Unarmed combat is particularly difficult to use in combination with
+ heavy armour, and characters wearing a shield or wielding a two-handed
+ weapon other than a staff lose the powerful punch attack.
+
+Ranged combat skills:
+---------------------
+ Ranged Combat is the basic skill used when throwing things, and there are a
+ number of individual weapon skills for missile weapons as well:
+
+ o Darts
+ o Bows
+ o Crossbows
+ o Slings
+
+Magic skills:
+-------------
+ Spellcasting is the basic skill for magic use, and affects your reserves of
+ magical energy in the same way that Fighting affects your hit points. Every
+ time you increase your spellcasting skill you gain some magic points and
+ spell levels. Spellcasting is a very difficult skill to learn, and requires
+ a large amount of practice and experience.
+
+ Only those characters with at least one magic skill at level one or above
+ can learn magical spells. If your character has no magic skills, he or she
+ can learn the basic principles of the hermetic arts by reading and reciting
+ the spells inscribed on magical scrolls (this stops being useful once you
+ reach level one in Spellcasting).
+
+ There are also individual skills for each different type of magic; the
+ higher the skill, the more powerful the spell. Multidisciplinary spells use
+ an average of the two or three skills.
+
+ Elemental magic is a special case. When you practise an elemental magic
+ skill (fire, ice, air or earth magic) you will improve much less quickly
+ than normal if you already have one or more elemental magic skills higher
+ than the one you are practising. This is especially true if those skills are
+ 'opposed' to the one you're practising: fire and ice are mutually opposed,
+ as are earth and air.
+
+ Say you have level 2 fire magic, level 4 ice magic, and level 1 air magic.
+ Practising ice magic won't be a problem. Practising air magic will be a bit
+ slow, as you have other elemental skills at higher levels. Practising fire
+ magic will be very slow, as you have a higher level in ice magic. Right?
+
+Miscellaneous skills:
+
+Armour:
+-------
+ Having a high Armour skill means that you are used to wearing heavy armour,
+ allowing you to move more freely and gain more protection.
+
+Dodging:
+--------
+ When you are wearing light armour, a high dodging skill helps you evade
+ attacks.
+
+Stealth:
+--------
+ Helps you avoid being noticed. Try not to wear heavy armour or be encumbered
+ if you want to be stealthy. Big creatures (like trolls and ogres) are bad at
+ stealth.
+
+Stabbing:
+---------
+ Lets you make a very powerful first strike against a sleeping/resting
+ monster who hasn't noticed you yet. This is most effective with a dagger,
+ slightly less effective with a short sword, and less useful (although by
+ no means of negligible effect) with any other weapon.
+
+Shields:
+--------
+ Affects the amount of protection you gain by using a shield, and the degree
+ to which it hinders you.
+
+Traps & Doors:
+--------------
+ Affects your ability to notice hidden traps and doors and to disarm traps
+ when you find them. With this skill at a high level you will often find
+ hidden things without actively looking for them.
+
+Invocations:
+------------
+ An easy-to-learn skill which affects your ability to call on your God for
+ aid. Those skilled at invoking have reduced fail rates and produce more
+ powerful effects. The Invocations skill affects your supply of magic in a
+ similar way to the Spellcasting skill and to a greater extent, but the two
+ are not cumulative - whichever gives the greater increase is used. Some
+ Gods (such as Trog) do not require followers to learn this skill.
+
+If your character does not have a particular skill, s/he can gain it by
+practising as above.
+
+
+--------------------------------------------------------------------------------
+X.4 LIST OF KEYS AND COMMANDS
+--------------------------------------------------------------------------------
+
+Main screen
+-----------
+Crawl has many commands to be issued by single key strokes. This can become
+confusing, since there are also several modes; here is the full list. Some
+commands are particularly useful in combination with certain interface options;
+such options are mentioned in the list. For a description of them, please look
+into crawl_options.txt.
+
+Saving games:
+ S Save game with query and exit.
+ Ctrl-X Save game without query and exit.
+ Q Quit without saving.
+
+Movement:
+ direction Moves one square, direction is either one of the
+ numpad cursor keys (try both Numlock on and off) or
+ one of the Rogue vi keys (hjklyubn).
+ Shift-direction This moves straight until something interesting is
+ or / direction found (like a monster).
+ Ctrl-G Interlevel travel (to arbitrary dungeon levels or
+ waypoints). Remembers old destinations if interrupted.
+ Ctrl-O Auto-explore.
+ Ctrl-W Det waypoint (check the option show_waypoints).
+
+Resting and Searching:
+ s, Del Rests and searches (these are the same) for one turn,
+ this is also done with '.' or Numpad-5.
+ 5 or Long resting/searching (until both health and magic
+ Shift-Numpad 5 points are full or something is found or 100 turns are
+ over).
+
+Dungeon interaction:
+ o Open door.
+ c Close door.
+ Ctrl-direction Tries untrapping a known trap on the specified square,
+ or * direction else opens door if there is one,
+ else attacks without move (even if no monster is seen).
+ < Use staircase to go higher.
+ > Use staircase to go deeper, or enters shop/branch.
+ ; Examine occupied tile, also causes auto-pickup.
+ x Examine surroundings mode (see below for its commands).
+ X Examine level map (see below for level map commands).
+ O Show dungeon overview (branches, shops, and labyrinths).
+
+Character information:
+'display' below means usage of the message area,
+'show' means usage of the whole screen.
+ @ Display character status.
+ [ Display worn armour.
+ " Display worn jewellery.
+ C Display experience info.
+ ^ Show religion screen.
+ A Show abilities/mutations.
+ \ Show item knowledge.
+ m Show skill screen.
+ i Show inventory list.
+ % Show resistances.
+
+Item interaction (inventory):
+ v View item description.
+ { Inscribe item (check the autoinscribe option).
+ t Throw/shoot an item.
+ f Fire first available missile.
+ q Quaff a potion.
+ e Eat food (tries floor first, invorenty next).
+ z Zap a wand.
+ r Read a scroll or book.
+ M Memorise a spell from a book.
+ w Wield an item ( - for none).
+ ' Wield item a, or switch to b.
+ E E voke power of wielded item.
+ W Wear armour.
+ T Take off armour.
+ P Put on jewellery.
+ R Remove jewellery.
+
+Item interaction (floor):
+ d Drop an item.
+ d# Drop exact number of items.
+ g or , Pick up items; press twice for pick up menu.
+ You can use a prefix to pick up smaller quantities.
+ D Dissect a corpse.
+
+Other game-playing commands:
+ a Use special ability.
+ p Pray.
+ Z Cast a spell.
+ ! Shout or command allies.
+
+Non-game playing commands:
+ V Display version information.
+ Ctrl-P Show previous messages.
+ Ctrl-R Redraw screen.
+ Ctrl-C Clear main and level maps.
+ # Dump character to file (name.txt).
+ : Add note to dump file (see option take_notes).
+ ` Add macro.
+ ~ Save macros.
+ = Reassign inventory/spell letters.
+
+In-game toggles:
+ Ctrl-A Toggle autopickup.
+ Ctrl-V Toggle auto-prayer.
+ Ctrl-T Toggle spell fizzle check.
+
+Stashes:
+ Ctrl-S Mark stash (only sensible with stash_tracking=explicit,
+ else this is automatically tracked).
+ Ctrl-E Erase stash (ignores the square from stash tracking).
+ Ctrl-F Find (this searches in stashes and shops, you can use
+ regular expressions and also terms like 'long blades'
+ or 'artifacts').
+
+Level map ('X')
+---------------
+The level map (brought up by 'X' in the main screen) uses the whole screen to
+show the dungeon.
+ Esc, Space Leave level map.
+ - Scroll level map up
+ + Scroll level map down
+ Direction Moves cursor.
+ Shift-Direction Moves cursor in bigger steps (check the option
+ level_map_cursor_step).
+ . Travels to cursor (also Enter and , and ;)
+ (if the cursor is on the character, moves cursor to last
+ travel destination instead).
+ < Cycle through up stairs.
+ > Cycle through down stairs.
+ ^ Cycle through traps.
+ Tab Cycle through shops and portals.
+ I Cycle through stashes (if the option stash_tracking is
+ set to all, this cycles through all items and piles).
+ Ctrl-C Clear level and main maps (from temporarily seen
+ monsters, clouds etc.).
+
+Waypoints can be set on the level map. You can travel to waypoints using
+Ctrl-G. Check the option show_waypoints. The commands are
+ Ctrl-W Set waypoint.
+ W Cycle through waypoints.
+
+Travel exclusions mark certain spots of the map as no-go areas for autotravel
+and explore (the radius is set by the option travel_exclude_radius2).
+ Ctrl-X Set travel exclusion.
+ Cltr-E Erase all travel exclusions at once.
+ X Cycle through travel exclusions.
+
+
+Examining surroundings ('x')
+----------------------------
+When roaming the dungeon, the surroundings mode is activated by 'x'. It lets you
+have a look at items or monsters in line of sight. You may also examine stashed
+items outside current view using the options target_oos=true (if using this,
+check target_los_first).
+ x, Esc, Space Return to playing mode.
+ ' or * Cycle objects forward.
+ ; or / Cycle objects backward.
+ + Cycle monsters forward.
+ - Cycle monsters backward.
+ direction Move cursor.
+ . or Enter Travel to cursor.
+ ? Describe monster under cursor (also shows weapons,
+ wounding and enchantments).
+ > Cycle downstairs.
+ < Cycle upstairs.
+ Tab Cycle shops and portals.
+
+Targeting
+---------
+Targeting mode is similar to examining surroundings. It is activated whenever
+you fire projectiles, zap a wand or cast spells which uses targets.
+ x, Esc, Space Stop targeting.
+ direction Fire straight in this direction.
+ + or = Cycle monsters forward (see option target_wrap).
+ - Cycle monsters backward.
+ . or Enter Fire in cursor direction.
+ p or t Fire at previous target (if still in sight).
+ > Fire in cursor direction, but stop at cursor. This can
+ be useful to avoid damaging pets, or to attack
+ submerged water creatures.
+ Ctrl-F Toggle target modes (between enemies, all, friends; see
+ also option target_zero_exp).
+ * Manually targeting: the direction keys will now move
+ the cursor, the keys '+' and '-' work as above, and '.'
+ and Enter fire.
+
+
+Shortcuts in lists (like multidrop):
+------------------------------------
+When dropping (with the drop_mode=multi option), the drop menu accepts several
+shortcuts.
+ ( Selects all missiles.
+ ) Selects all hand weapons.
+ [ Selects all armour.
+ ? Selects all scrolls.
+ % Selects all food.
+ & Selects all carrion.
+ + Selects all books.
+ / Selects all wands.
+ \ Selects all staves.
+ ! Selects all potions.
+ " Selects all jewellery.
+ } Selects all miscellaneous items.
+ , Global select (subject to the drop_filter option).
+ - Global deselect (subject to the drop_filter option).
+ * Invert selection.
+
+
+--------------------------------------------------------------------------------
+X.5 LIST OF ENCHANTMENTS
+--------------------------------------------------------------------------------
+
+Below the amount of carried gold, the stats area has room for showing the
+enchantments which you currently enjoy or have to suffer. Quite generally, these
+are only shown for temporary effects. So that Kenku can fly is not noted,
+neither is the wearing of a ring of regeneration. Here is a list of these, as
+some are abbrevations or may be not obvious:
+
+General enchantments: satiation, velocity, encumbrance, poison
+---------------------
+Hungry Most races can eat chunks of corpses only if hungry.
+Starving You should really eat something: death is not far away.
+Full You have eaten a lot.
+Engorged You couldn't eat anymore.
+Sick You are sick (usually from bad food). Hit points don't
+ regenerate until cured (wait it out or potion of healing).
+Poison You are poisoned and continually lose hit points. There are
+ several levels of poisoning. Cure with potions of healing or
+ by waiting it out.
+Pray You are praying. Any action taken under prayer is done in the
+ name of your god. For example, Dissecting a corpse offers it.
+ Depending on the scope of your religion, this may or may not
+ be a good idea.
+Encumbered You load it heavy enough to slow you down. You also need more
+ food then walking around encumbered. Try to avoid this!
+Overloaded You carry way too much to do anything sensible. Drop stuff!
+Conf You are confused. Actions may not properly work.
+Fast All actions have greatly increased speed (this can cause
+ magic contamination).
+Swift You move at a somewhat higher speed.
+Slow All actions are slowed. Note that ending berserking will slow.
+Paralyze You are unable to move. Beware of the wasps!
+
+Special enchantments:
+---------------------
+BWpn Some characters have a breath weapon (like Nagas or experienced
+ Draconians), which will show "BWpn". Further breathings have to
+ wait until this disappears.
+Invis You are invisible (this can cause glowing, if used too much).
+Holy You repel undead.
+Lev You levitate, i.e. hover a few inches above the ground. While
+ enough to cross water and lava, movement is not completely
+ controlled. It will time out. Levitation provides a speed bonus
+ to swiftness.
+Fly You fly, gaining the benefits of levitation with none of the
+ drawbacks. This is only accessible for experienced kenku, lucky
+ draconians, characters using Dragon form, or levitating with an
+ amulet of controlled flight.
+Fire You are plagued with sticky fire. It will time out.
+Regen You regenerate: health points will increase at an unnaturally
+ fast rate. This is only shown for temporary
+Glow You glow from mutagenic radiations: you'll mutate anytime soon.
+RMsl You repel missiles, i.e. there's a good chance to evade them.
+DMsl You deflect missiles, i.e. there's a great chance to evade them.
+Rot This is a very harmful, necromantic ailment. You will lose
+ maximal health points over time. Only potions of healing restore
+ these. The rotting itself is cured itself if the maximal health
+ is back to its initial value, and it also expires after a while.
+Ins You are insulated, i.e. immune to electric shocks.
+
+There are several more enchantment messages for various spells. The description
+of the spell will explain these.
diff --git a/crawl-ref/docs/crawl_options.txt b/crawl-ref/docs/crawl_options.txt
new file mode 100644
index 0000000000..2555b0fd3b
--- /dev/null
+++ b/crawl-ref/docs/crawl_options.txt
@@ -0,0 +1,1026 @@
+This document explains all of the options in the latest version of Dungeon
+Crawl Stone Soup. These options are set in the init.txt file located in the
+Crawl directory (the directory containing crawl.exe on Windows and DOS). On Unix
+systems, you need to set options in the ~/.crawlrc file (a file named .crawlrc
+in your home directory).
+
+The contents of this text are:
+
+1- Starting Screen.
+ name, remember_name, weapon, book,
+ chaos_knight, death_knight, priest,
+ race, class, random_pick
+2- File System and Sound.
+ crawl_dir, save_dir, sound.
+3- Lua files.
+ lua_file,
+ base.lua, stash.lua, wield.lua, kills.lua, runrest.lua,
+ gearset.lua, eat.lua, trapwalk.lua
+4- Interface.
+4-a Dropping and Picking up.
+ autopickup, default_autopickup, safe_autopickup, safe_zero_exp,
+ pickup_thrown, pickup_dropped, assign_item_slot, ban_pickup,
+ drop_mode, drop_filter;
+ lua: ch_autopickup (advanced autopickup exceptions)
+4-b Targeting.
+ target_zero_exp, target_wrap, target_oos, target_los_first,
+ confirm_self_target, default_fizzlecheck
+4-c Passive Sightings (Detection and Rememberance).
+ detected_monster_colour, detected_item_colour,
+ remembered_monster_colour, colour_map, clean_map
+4-d Branding (Item and Monster Highlighting).
+ heap_brand, friend_brand, stab_brand, may_stab_brand
+4-e Level Map Functions.
+ level_map_cursor_step, item_colour, show_waypoints
+4-f Travel and Exploration.
+ travel_colour, travel_delay, travel_stair_cost,
+ travel_avoid_terrain, travel_exclude_radius2,
+ travel_stop_message, explore_stop, runrest_ignore_message,
+ runrest_ignore_poison, trapwalk_safe_hp;
+ lua: ch_stop_run (ignoring monsters)
+4-g Stashes.
+ stash_tracking, stash_filter
+4-h Command Enhancements.
+ auto_list, lowercase_invocations, easy_open, easy_butcher,
+ easy_armour, easy_confirm, easy_quit_item_lists, easy_exit_menu,
+ default_autoprayer, sort_menus
+4-i Message and Display Improvements.
+ show_uncursed, hp_warning, always_greet, terse_hand,
+ delay_message_clear, menu_colour
+4-j Missiles.
+ fire_items_start, fire_order
+4-k Message Channels.
+ plain, prompt, god, pray, duration, danger, food, warning,
+ recovery, multiturn, talk, intrinsic_gain, mutation,
+ monster_spell, monster_enchant, monster_damage, rotten_meat
+4-l Inscriptions.
+ autoinscribe
+4-m Macro related Options.
+ flush.failure, flush.command, flush.message
+5- Character Dump.
+5-a Items and Kills.
+ kill_map, dump_kill_places, dump_item_origins,
+ dump_item_origin_price, dump_message_count, dump_order,
+ verbose_dump
+5-b Notes.
+ use_notes, note_items, ood_interesting, note_hp_percent,
+ note_skill_levels, note_skill_max, note_monsters,
+ note_messages, note_all_spells
+6- Miscellaneous.
+6-a All OS.
+ macro_meta_entry, wiz_mode, colours, char_set, cset_ascii,
+ cset_ibm, cset_dec, feature.
+6-b DOS and Windows.
+ dos_use_background_intensity
+6-c Unix
+ background
+
+--------------------------------------------------------------------------------
+
+There are basically three types of Crawl options: true/false values (booleans),
+numbers, and lists. An option is most often specified with its default value (if
+there is one); this should also explain which of the above-mentioned types it
+is. Each option should have some remarks on how it's typically used - beware
+that this depends strongly on your playing style and sometimes also on hardware
+or operating system.
+
+Note that the init.txt coming with regular distributions has all boolean options
+commented out. The commented-out values are always the _non-defaults_, so you
+can toggle boolean options by just uncommenting them.
+
+Some options need a path as an argument; here you have to use a filesystem path
+suitable for your system. Other options accept regular expressions (regexes):
+here you can simply use ordinary strings, adapt the suggested regexes to your
+needs or search the internet for regex syntax.
+
+If you get stuck or some things just won't seem to work properly, please ask for
+help on the newsgroup rec.games.roguelike.misc. Flag queries with '-crawl-', as
+other roguelikes are also discussed there.
+
+1- Starting Screen.
+====================
+
+The following options are a convenience to help you quickly start your game of
+Crawl.
+
+name = Delilah
+ If set, that's the name all your Crawl characters will get.
+
+remember_name = false
+ Crawl remembers the options (class, race etc.) you used to create your
+ last character. You may recycle them in the starting screen for a new
+ character. If this option is set to true, Crawl will also remember the
+ last name you used.
+
+ If you use this option and want to enter a name _after_ choosing your
+ race and class, you must enter . at the initial name prompt - hitting
+ Enter at the name prompt will simply reuse your old name if
+ remember_name is set.
+
+weapon = (random | short sword | hand axe | spear | mace | trident)
+ Specifying the weapon option allows you to bypass the weapon selection
+ screen. Note that tridents are restricted to only merfolk and
+ gladiators, but you'll get the standard query in illegal cases.
+
+book = (flame | fire | ice | cold | summ | summoning | random)
+ Several spellcasting classes can choose their starting spellbook.
+ Note flame=fire and ice=cold and summ=summoning.
+
+chaos_knight = (Xom | Makhleb | random)
+
+death_knight = (necromancy | Yredelemnul | random)
+
+priest = (Zin | Yredelemnul | random)
+ The above three make in advance the additional choices for
+ Chaos Knights, Death Knights, and Priests.
+
+race = (Human |...| Merfolk | random)
+ The usual abbrevations (Hu, El, HE, etc.) work.
+
+class = (Fighter |...| Wanderer | random)
+ Here again the abbrevations (Fi, Wi, Pr, etc.) can be used.
+
+random_pick = false
+ The random_pick option will randomly generate a character.
+ The above options (weapons and class options) will override where
+ appropriate.
+
+
+2- File System.
+================
+
+crawl_dir= <path>
+ Directory for reading macro.txt and init.txt, and dumping characters.
+ It should end with the path delimiter.
+
+save_dir = <path>
+ Directory where saves and bones are stored. This option may be ignored
+ depending on the settings used to compile Crawl, but should be
+ honoured for the official Crawl binaries.
+
+sound = <regex>:<path to sound file>
+ Plays the sound file if a message contains regex. The regex should
+ not include commas or colons. For example
+ sound = LOW HITPOINT WARNING:sound\sounds2\danger3.wav
+ Getting appropriate sound files may be difficult. Check other
+ roguelikes or old computer rpg's. Alternatively, ask for help at
+ the newsgroup rec.games.roguelike.misc.
+
+
+3- Lua files.
+==============
+
+Lua files are scripts which can provide existing commands with a new meaning
+or even create new commands (to be used in macros). If you don't know a
+specific reason not to include some or all lua files, you'll do best to just
+include them all.
+
+lua_file = <path/name.lua>
+
+The currently available lua's are
+ base.lua -- needed for other lua scripts
+ stash.lua -- annotates the stash file for better searching (Ctrl-F)
+ Searching for 'Long blades' will also turn up all weapons
+ with the long blade skill. Also, you can now look for
+ spellbooks ('book'), artifacts ('art'), ego items ('ego').
+ wield.lua -- shows more intelligent options when using 'w?'
+ kills.lua -- improves the Vanquished Creatures list in dump files;
+ currently gives three lists (Vanquished, Friendly, Others)
+ runrest.lua -- allows to remove certain stop condition when running
+ New options: runrest_ignore_poison, runrest_ignore_message
+ gearset.lua -- provides commands for switching of complete sets via macro
+ New macroable functions: rememberkit, swapkit
+ eat.lua -- prompts to eat chunks in inventory.
+ trapwalk.lua -- allows travel to cross certain traps if you have enough hp.
+
+
+4- Interface.
+==============
+
+4-a Picking up and Dropping.
+--------------------------------
+
+autopickup = $?!:"/
+ By default, the list is empty. The valid symbols are
+ ) Weapons
+ ( Missiles
+ [ Armour
+ / Wands
+ % Food
+ ? Scrolls
+ " or = Jewellery
+ ! Potions
+ + or : Books
+ \ or | Staves
+ 0 Orbs
+ } Misc items
+ X Corpses
+ $ Gold
+ Note that _whether_ items are picked up automatically or not, is
+ controlled by the in-game toggle Ctrl-A. Also note that picking up
+ takes a turn, but only one turn (regardless of the number of items).
+ If you teleport or blink onto a square with interesting items, these
+ will not be picked up.
+
+default_autopickup = true
+ When set false, the game starts with autopickup turned off. You can
+ still toggle autopickup in-game with Ctrl-A.
+
+safe_autopickup = true
+ When set, autopickup will not operate if there are visible unfriendly
+ monsters (or statues.) If safe_zero_exp is set (the default), zero-XP
+ monsters are considered friendly.
+
+safe_zero_exp = true
+ If set, presence of only zero experience monsters (like plants) will
+ cause autopickups, even if safe_autopickup=true is set. This option
+ also settles whether autoprayer considers such monsters risky.
+
+pickup_thrown = false
+ Pickup_thrown=true causes autopickup to grab thrown/fired missiles.
+ Many players use this because it eases ranged combat quite a bit. If
+ following suit, be aware that there are situations when there is no
+ time for picking up projectiles. Use Ctrl-A for switching off
+ autopickup altogether in such cases or set safe_autopickup=true.
+
+pickup_dropped = true
+ Pickup_dropped lets autopickup affect objects you've dropped. Set to
+ false to block autopickup for dropped objects. This can be convenient.
+
+assign_item_slot = (forward | backward)
+ When picking up items, the inventory slot into which the item goes is
+ normally the first free slot from a-zA-Z (this is the default "forward"
+ behaviour). Setting assign_item_slot to "backward" changes the slot
+ assignment to the first letter after the last slot.
+ For instance, if you have items on 'a' and 'c', then with
+ assign_item_slot = forward, the next item will go into 'b',
+ assign_item_slot = backward, the next item will go to 'd' instead.
+ With "backward", items dropped/fired and picked up later are more
+ likely to get their old slot back.
+
+ban_pickup = <regex>
+ List of item name regexes for items which autopickup will never touch.
+ You can use multiple ban_pickup lines. Some typical examples are
+ ban_pickup = degeneration, decay, confusion, potions? of slowing
+ ban_pickup = potions? of strong poison,potions? of poison
+ ban_pickup = inaccuracy
+ ban_pickup = scrolls? of paper, immolation, curse armor, curse weapon
+ ban_pickup = forgetfulness, uselessness, noise, torment
+
+drop_mode = (multi | single)
+ Single is the classical behaviour (and default): after pressing another
+ key, that item will be dropped. Multi makes an inventory menu appear,
+ allowing the selection of items to be dropped. (You can also switch to
+ multidrop from the classic drop line using the '@' key).
+ Multidrops are highly convenient. Be aware of the fact that every
+ single drop takes one turn. (This is different from picking up.) When
+ selecting multidrops, the top right corner will show the estimated
+ number of turns.
+ The order in which items get dropped is always from top to bottom in
+ the inventory listing.
+
+drop_filter = <regex>
+ When selecting items using the global (de)select keys (',' or '-') in
+ a multidrop listing, you can choose to apply a filter: only items
+ whose names match the filter will be selected. The filter strings are
+ regexes. For instance, to quickly select carrion and rotting chunks of
+ meat, you could use:
+ drop_filter = skeleton, rotting, corpse
+ Other choices can come in handy as well, e.g. if you want to sacrifice
+ regularly all weapons except axes, use:
+ drop_filter = axe, broadaxe
+ Note that if you use this option, you will lose the (de)select all
+ keys. However, '*' inverts the current selection and so salvages this
+ problem.
+ The default is empty.
+
+Using a Lua script, you can define a function "ch_autopickup" to select
+additional items for autopickup. Let's say you want autopickup to only grab food
+if your character can eat it (let's say you're playing a kobold and you want to
+stop picking up vegetables). You could use the following (if '%' is not in the
+autopickup option):
+
+{
+function ch_autopickup(it)
+ -- The "false" suppresses hunger checks to see if your character is hungry
+ -- enough to eat food/chunks.
+ return food.can_eat(it, false)
+end
+}
+
+Here's a ch_autopickup that a mummy might find useful:
+
+{
+-- The mummy special. Remove % and ! from your autopickup option if you use
+-- this.
+function ch_autopickup(it)
+ return food.can_eat(it, false)
+ or ( item.class(it) == "Potions" and you.race() ~= "Mummy" )
+end
+}
+
+
+4-b Targeting.
+-------------------
+
+target_zero_exp = true
+ Set to false to disable targeting zero exp monsters (i.e. plants)
+ in hostile targeting mode. This is usually convenient to do.
+
+target_wrap = true
+ Set to true if targeting should wrap around from last to first and
+ vice versa.
+
+target_oos = true
+ When cycling through items with 'x' look-around, setting target_oos to
+ true allows you to jump the cursor to dungeon features (<> for stairs,
+ Tab for shops, ^ for traps) and stashes (with the '*' and '/' keys) that
+ are outside line-of-sight but in the main view. This is most sensibly
+ used in connection with stash_tracking=all (see 4-g). Also see also
+ target_los_first below.
+
+target_los_first = true
+ When cycling through items/features with the 'x' look-around command,
+ setting target_los_first to true will force the cursor to squares in
+ line-of-sight before going to squares outside LOS. Defaults to true.
+
+confirm_self_target = false
+ Setting this to true will make Crawl ask for confirmation whenever
+ selecting the character as the target of a non-friendly-targeted spell
+ (i.e., something other than haste, healing or invisibility.)
+
+default_fizzlecheck = false
+ If set to true, this will require a confirmation when cancelling
+ target mode in a way which will make the activated ability or spell
+ fizzle (e.g., when casting Magic Dart and cancelling targeting.)
+ It can be further toggled during play with the key Ctrl+T.
+
+4-c Passive Sightings (via detection and rememberance).
+-----------------------------------------------------------
+
+detected_monster_colour = darkgrey
+ Monsters found by detect creatures will be coloured this colour; e.g.
+ detected_monster_colour = lightred
+
+detected_item_colour = darkgrey
+ Items found by detect items will be given this colour, for example
+ detected_item_colour = green
+
+colour_map = false
+ Colours out of sight map features on the playing screen.
+
+clean_map = false
+ Cleans up out of sight monsters and clouds on the map. This is like
+ pressing Ctrl-C (clearing both main screen and level map) all the time.
+ Setting this to true can be disconcerting for summoners.
+
+
+4-d Branding (Item and monster highlighting).
+-------------------------------------------------
+
+Branding refers to displaying particular monsters (e.g. summons) or items in a
+special way; special as in reversing fore- and background. There are several
+branding choices (these will not work everywhere; it depends on OS and
+terminal):
+ standout -- often the same as reverse, might be underline or dim
+ bold -- used by colour curses for brightening foreground colours
+ blink -- used by colour curses for brightening background colours
+ reverse -- this will probably work
+ dim -- probably no effect
+ underline -- this will probably work
+ highlight:colour -- set background colour of branded monsters to "colour"
+The last can be abbreviated to hi:colour.
+See part Technical (6-) for dos_use_background_intensity under Windows and DOS.
+By default, there is no branding activated.
+
+heap_brand
+ Brand heaps of items (more than one item or stack). For, example
+ heap_brand = reverse
+
+friend_brand
+ Brand friends in some way. This is very helpful for summoners. E.g.
+ friend_brand = hi:green
+ shows friends with a green background. If the friend is itself green,
+ it'll show up as black on green.
+
+stab_brand
+ Some deities object to you stabbing monsters. Certain classes
+ specialise in stabbing monsters. Still other characters are happy if
+ they spot a monster before the monster spots them. In all these cases,
+ it helps to identify monsters that are unaware of the character (and
+ hence susceptible to being stabbed) without using the 'x' command. All
+ the normal 'brand' options apply. For example
+ stab_brand = hi:blue
+
+may_stab_brand
+ Stabbing may be possible even if the monster is not asleep (if it's
+ confused or distracted, for instance). This option brands monsters that
+ you *might* be able to stab. Primarily useful for worshippers of The
+ Shining One. Purists may consider this unnecessarily spoily.
+
+
+4-e Level Map Functions.
+----------------------------
+
+level_map_cursor_step = 10
+ How many squares the cursor moves on the level map when using
+ Shift-direction or * direction.
+
+item_colour = false
+ Colours items on level-map.
+
+show_waypoints = true
+ If set to true (the default), waypoints will be numbered on the level
+ map, assuming that they're on a floor square with nothing on it.
+ Otherwise only a green dot will mark the square.
+
+
+4-f Travel and Exploration.
+-------------------------------
+
+travel_colour = true
+ Option to turn off colouring the level-map with travel information. Few
+ will set this to false; it's only there for backwards compatibility.
+
+travel_delay = 20
+ How long travel waits after each move (milliseconds). Depends on
+ platform. Setting to -1 will jump to end of travel - you will not see
+ the individual moves.
+
+travel_stair_cost = 500
+ travel_stair_cost determines how costly interlevel travel considers
+ stairs. With a high travel_stair_cost (such as the default of 500),
+ interlevel travel will always choose routes with the minimum number of
+ level changes possible. If you set travel_stair_cost to a low value
+ (such as the minimum of 1), interlevel travel will treat a staircase
+ just like a normal move, and it may consequently choose routes that
+ involve extra level transitions. This can be disconcerting in branches
+ with elevator-type stair arrangements, particularly in the Lair, where
+ there are typically long chains of elevator stairs, because travel will
+ go out of its way to use the elevator and minimise total travel
+ distance.
+
+travel_avoid_terrain = (shallow water | deep water)
+ Prevent travel from routing through shallow water. By default, this
+ option is commented out. For merfolk and/or characters with permanent
+ levitation,
+ travel_avoid_terrain = shallow water, deep water
+ will prevent travel or explore from going through any water.
+
+travel_exclude_radius2 = 68
+ The square of the radius around travel-excluded squares where travel
+ will refuse to go. Set to zero if you want to exclude single squares.
+ The default of 68 ensures that travel won't enter line-of-sight of any
+ dangerous thing at the travel-exclusion center.
+
+travel_stop_message = <list of regexes>
+ Travel will always stop upon hitpoint loss, confusion, stat drain,
+ getting encumbered, catching sight of a non-friendly monster, and
+ teleporting. In addition, a message containing one of the expressions
+ in travel_stop_message will stop travel. For example,
+ travel_stop_message = Something appears
+ stops travel if Xom grants us a gift suddenly. To limit a substring
+ match to a message channel, prefix the substring with the channel name
+ and a colon. For instance, if you want travel to stop when you're hit
+ by divine retribution, you could use:
+ travel_stop_message = god:wrath finds you
+ If you'd like to stop travel for any message sent to a particular
+ channel, use a travel_stop_message line with that message channel name
+ and a colon alone. For example, if you've an amulet of the gourmand, and
+ are hankering after rotten meat, or you're playing a ghoul:
+ travel_stop_message = rotten_meat:
+ Stop travel for any god messages (including prayer)
+ travel_stop_message = god:
+ Multiple travel_stop_message lines can be used.
+
+explore_stop = items,stairs,shops,altars
+ Explore will stop for one of these conditions. Whatever you set this
+ option to, anything that stops travel will also stop explore. Multiple
+ explore_stop lines are *not* cumulative! The last explore_stop line
+ will override all previous explore_stop lines.
+
+runrest_ignore_message = <string>
+ This only works if runrest.lua has been sourced already in init.txt.
+ Any message containing the string will *not* stop your run. E.g.
+ runrest_ignore_message = prayer ends
+
+runrest_ignore_poison = <poison damage>:<minimum hp>
+ This only works if runrest.lua has been sourced already in init.txt.
+ Poison damage of x will be ignored if you have at least y hp if you've
+ defined a runrest_ignore_poison = x:y option. Running here means
+ shift-running and resting only. Only one runrest_ignore_poison line is
+ considered. Note that for this work, you should also tell Crawl to
+ ignore the "You feel sick messages". For example,
+ runrest_ignore_message = You feel.*sick
+ runrest_ignore_poison = 4:100
+
+trapwalk_safe_hp = <trap_name>:<minimum_hp>, ...
+ This only works if trapwalk.lua has been sourced already in init.txt.
+ Any square containing one of the listed trap types will be considered
+ safe for travel if your hp is greater than or equal to the number
+ connected to the trap in question.
+
+ All the existing trap types can be used, but in practice only the
+ mechanical traps (dart, bolt, arrow, needle, spear, axe, blade) make
+ sense. Note that travel tries to avoid traps if this is easily possible.
+ Defaults to none. For example,
+ trapwalk_safe_hp = dart:15, needle:25, spear:50
+
+Using small scripts in init.txt, travel can get even more convenient.
+
+* Deciding whether monsters are worth stopping for:
+
+Defining a "ch_stop_run" function affects the monster stop condition for *all*
+run modes: shift-running, travel, explore and interlevel travel.
+
+{
+function ch_stop_run(mons)
+ local name = mons.name
+
+ -- Stop running only if these monsters get closer than 3 squares
+ if name == "swamp worm" or name == "big fish"
+ or name == "giant goldfish" or name == "lava worm"
+ or name == "butterfly" then
+ -- mons.x and y coords are relative to the player.
+ local dist = mons.x * mons.x + mons.y * mons.y
+ if dist >= 9 then return false end
+ end
+
+ return true
+end
+}
+
+
+4-g Stashes.
+----------------
+
+stash_tracking = (explicit | dropped | all)
+ A stash is a heap of items tracked by crawl. You can search in your
+ stashes with Ctrl-F. This options rules how stashes are generated.
+ When stash_tracking is set to 'explicit' (the default), you have to
+ explicitly tell the game what squares you want it to keep track of. You
+ do that by stepping onto the square containing your stash of goodies and
+ hitting Ctrl+S. The game will now keep track of what's on the square,
+ when you add and remove stuff from your stash. If you remove everything
+ from that square, the game will stop tracking the square altogether. You
+ can also erase a stash square with Ctrl-E.
+
+ When stash_tracking is set to 'dropped', any square where you drop
+ something becomes a stash, and the game keeps track of all such
+ squares.
+
+ When stash_tracking is set to 'all', the game marks any square where it
+ sees any object as a stash. That gives you a comprehensive list of
+ everything your character sees in the dungeon, but may slow the game
+ down and use too much memory on older computers.
+
+4-h Command Enhancements.
+-----------------------------
+
+auto_list = false
+ Change to true if you want to automatically list appropriate inventory
+ items for commands like eat and read. This is like immediately hitting
+ '?', and can be confusing to beginners because they won't get to see
+ the prompts. This option does not apply to spell casting... Conjurers
+ would probably find that really annoying.
+
+lowercase_invocations = false
+ Set this option to true if you prefer to have invocations on 'a'-'e'
+ instead of the traditional 'A'-'E' (which is the default). Setting to
+ true save invocations an annoying shift keypress.
+
+easy_open = false
+ Open doors by moving on to them. Highly convenient. Note that travel
+ and exploration will automatically open doors depending on this option.
+
+easy_butcher = false
+ If true, auto-switch to uncursed short blade for butchery.
+
+easy_armour = true
+ Allows auto removal of armour when dropping it.
+
+easy_confirm = (none | safe | all)
+ Make confirmation questions easier to answer:
+ none = force capitals on Y/N questions
+ safe = force only on questions that will end game (default)
+ all = never force capitals
+ WARNING TO KEYPAD USERS: The number 7 is mapped to the letter 'y',
+ which can result in accidentally answering yes to questions; it is
+ suggested that you use a value of 'none' or 'safe'
+
+easy_quit_item_lists = false
+ Setting this option to true allows the quitting of item listing with
+ space as well as escape. These lists are essentially all of those that
+ are requesting an inventory item and accept '?' and '*'.
+ The identify list will never easy quit. The default is false.
+
+easy_exit_menu = true
+ In multidrop (and pickup) menus, paging past the end will drop out of
+ the menu if easy_exit_menu is true.
+
+default_autoprayer = false
+ When set to true, the game will start with automatic prayers. This
+ option can be toggled in-game with Ctrl-V.
+ Letting Crawl pray throughout and automatically can be useful for gods
+ like Trog and Makhleb, who constantly demand kills from their followers.
+
+ Automatic prayers take a turn like manual prayers and will only happen
+ if
+ - there is no hostile monster in sight
+ - some further conditions (like not standing at an altar)
+ Note that even when you're praying, you can renew prayer anytime.
+ Also note the option safe_zero_exp (see 4-a) decides whether zero
+ experience monsters (like plants) are considered hostile.
+
+sort_menus = false
+ When set to true, items are sorted by description in inventory and
+ pickup menus. When set to false (default), items are ordered by
+ equipment slot.
+
+
+4-i Messages and Display Enhancements.
+------------------------------------------
+
+show_uncursed = true
+ This option adds the text "uncursed" to items where the curse status is
+ relevent and known. Does not bother to show "uncursed" on items that are
+ fully identified (showing pluses), since that wound be redundant and
+ waste space. Should be set to true.
+
+hp_warning = 25
+ hp_warning gives "* * * LOW HITPOINT WARNING * * *" on the danger
+ channel when the player takens damage and their hitpoints are less than
+ this percentage of their maximum (use 0 to turn off these messages). It
+ is recommended to use
+ hp_warning = 55
+
+terse_hand = true
+ Set this to false to have the "in hand" description on the main screen
+ the same as the inventory. The default setting of true will give the
+ newer more terse description that should fit the limited space better
+ (but will be harder for new players to understand).
+
+delay_message_clear = false
+ Setting this option to true will delay the clearing of messages until
+ the message space is full (default is false which results in clearing
+ between player actions).
+
+always_greet = false
+ always_greet will give the race/class and god messages everytime the
+ game is started.
+
+menu_colour = <colour>:<regex>
+ This prints a line (of the inventory, a menu, or the discoveries
+ screen) containing regex in the stated colour. There can be several
+ statements in a list, or also several menu_colour lines. When using
+ several menu_colour lines, the colour of the _first_ matching regex
+ is applied. For a list of colours, check the colour option in 6-a.
+ To colour worn stuff and highlight cursed items, take
+ menu_colour = lightred: cursed.*(worn|neck|hand|weapon)
+ menu_colour = green:(worn|neck|hand|weapon)
+ menu_colour = red: cursed
+ If you frequently die because you forget to use emergency items, try
+ menu_colour = cyan:(potions? of heal wounds|teleportation)
+ menu_colour = lightcyan:(blinking|wand of (fire|cold|draining))
+ To quickly check what potions were trashed by a mummy curse, use
+ menu_colour = lightred:potions? of (degeneration|decay)
+
+
+4-j Missiles.
+-----------------
+
+fire_items_start = a
+ Sets the first inventory item to consider. Default is a, many use c.
+
+fire_order = launcher, dart, stone, dagger, spear, handaxe, club
+ The list should be on one line of items, with commas between items.
+ 'launcher' refers to firing the appropriate missile for the wielded
+ weapon (ie crossbow, bow, sling, blowgun). You'll almost certainly
+ want it first, as it'll be ignored when you're not wielding a ranged
+ weapon. The default is
+ fire_order = launcher, dart
+ To quickly experiment with a weapon-throwing character - e.g. to
+ make your Berserker actually use those three spears he carries around,
+ try a line similar to:
+ fire_order = launcher, dagger, spear, handaxe, stone, dart
+
+<See also pickup_thrown in A.4a.>
+
+4-k Message Channels.
+-------------------------
+
+Crawl communicates to the players with its message window. Every message belongs
+to one of the so-called channels. The behaviour of each channel can be changed
+with the option
+
+ channel.CHANNEL_NAME = (COLOUR | mute | default | on | off | plain)
+
+CHANNEL_NAME can currently be one of these:
+ plain = regular text (and things "uncoloured")
+ prompt = input prompts to the player
+ god = messages from the gods
+ pray = standard praying messages (start/end of prayer)
+ duration = messages about character spells/effects wearing off
+ danger = serious threats to the characters existence
+ food = warnings about food
+ warning = various other warnings
+ recovery = recovery from disease/stat loss/poison conditions
+ multiturn = indicates long actions (wearing armour, dissecting etc.)
+ talk = monsters talking (acting)
+ intrinsic_gain = level/stat/species power gains
+ mutation = gain/lose mutations
+ monster_spell = messages about monsters gesturing and casting spells
+ monster_enchant = messages pertaining to monster enchantments (up or down)
+ monster_damage = messages telling how damaged a monster is
+ rotten_meat = messages about chunks/corpses becoming rotten
+
+The channel options are
+ mute = show no messages from channel (dangerous, be careful!)
+ default = turn channel on to it's default scheme
+ alternate = turn channel on to it's alternate "colourful" scheme
+ on = same as default
+ plain = make channel the same colour as the "plain" channel
+ (won't do anything silly like "mute" if plain == mute, though)
+ off = same as plain
+ COLOUR can be any of the colours described in section 6-a (colours option).
+
+The only multi-colour channels currently are monster_damage and god. All other
+channels are defaulted to on, except for multiturn, which defaults to mute.
+Note that the template init.txt sets
+ channel.multiturn = on
+in order to help new players. You may want to comment out this option, if
+the messages are too verbose.
+
+4-l Inscriptions.
+---------------------
+
+In Crawl, items can be manually inscribed with the '{' command. This adds a
+note in curly braces to the item inscription. Several inscriptions are
+functional, namely all containing one of the following
+ @w9 -- now typing 'w9' will wield this item
+ @*9 -- now any action command followed by '9' will use this item
+ !w -- before wielding this item, Crawl will ask for confirmation
+ !* -- any action with this item causes a prompt
+ =g -- item will be picked up automatically if autopickup is on
+ =k -- item will be ignored in all listings on the ground
+ (it can still be picked up if it's the only item on the ground)
+(in the example 'w' could be any sensible command and '9' could be any digit).
+An item may contain more than one shortcut.
+
+autoinscribe = <regex>:<inscription>
+ Any item whose description contains the regex will be automatically
+ inscribed (if autopickup is toggled on). For example, marking all
+ royal jellies and honeycombs eases the Hive (if food is not in the
+ autopickup option):
+ autoinscribe = royal jell:=g
+ autoinscribe = honeycomb:=g
+
+
+4-m Macro related Options.
+------------------------------
+
+flush.failure = true
+flush.command = false
+flush.message = false
+ These are useful when using macros. Setting one of these sub-options
+ to true will cause the entire input buffer to be dumped and thus
+ effectively stop the macro. The sub-options currently are
+ failure -- when spells/abilities get miscast
+ command -- whenever the game is about to get the next command
+ message -- whenever the game outputs a non-mute message
+
+
+5- Character Dump.
+===================
+
+5-a Items and Kills.
+------------------------
+
+The character dump or morgue files end with a list of all monsters that perished
+while the character was active. By default, dead monsters are grouped in three parts:
+ Vanquished Creatures -- monsters killed by the character
+ Collateral Kills -- kills of friendly monsters
+ Others -- all other casualties (e.g. traps, hostile monsters)
+
+kill_map = friend:you, other:you
+ will merge friendly and other kills into the main vanquished creatures
+ list. Note that the merging is only for display (the game still
+ maintains three separate lists internally) and that kill places (see
+ below) may be in the wrong order for merged entries. The default is an
+ empty list.
+
+dump_kill_places = (none | all | single)
+ In the Vanquished Creatures list, this option controls how the
+ locations of each kill are displayed. Use 'none' to suppress place
+ display altogether, 'all' to display all known (up to 5) kill places,
+ anything else to the default of showing kill places only for single
+ kills
+
+dump_item_origins = artifacts, rods
+ The game remembers where you find items. If you want this item origin
+ memory listed in your dumps, use this option to select which items get
+ annotated. Available selectors are:
+ artifacts, ego_arm, ego_weap, jewellery, runes,
+ rods, staves, books, all, none.
+ If you use multiple dump_item_origins lines, the last line takes effect;
+ all preceding lines are ignored.
+
+ If you don't want any items to be annotated, set dump_item_origins to
+ none, and set dump_item_origin_price to -1.
+
+dump_item_origin_price = 100
+ Item origins are dumped if the price of the item is greater than or
+ equal to this amount. Set this to -1 to prevent selection by price.
+
+dump_message_count = 4
+ The number of last messages to be displayed in character dump files.
+
+dump_order = header,stats,misc,notes,inventory,skills
+dump_order += spells,mutations,messages,screenshot,kills
+ Controls the order of sections in the dump. You can use multiple
+ dump_order lines - all lines but the first must use dump_order +=
+
+verbose_dump = false
+ verbose dump causes less important item details to appear in character
+ dumps.
+
+
+5-b Notes.
+--------------
+
+Crawl can automatically log certain events during play. You can read these in
+the dump or morgue files. Below are options for tweaking this behaviour.
+
+use_notes = true
+ Set to true to get note-taking. The following events are logged:
+ - Gaining or losing a level
+ - Entering a dungeon level for the first time
+ - Memorizing a spell of higher level than any learned before
+ - Becoming a worshipper of a god
+ - Abandoning a god
+ - Receiving a gift from a god (except Xom)
+ - Being able to invoke a godly power for the first time
+ - Identifying items (see below)
+ - Killing OOD or unique monsters (see below)
+ - Reaching critical HP levels (see below)
+ - Gaining or losing mutations
+ - Reaching significant levels in a skill (see below)
+ You can use the command ':' for manually adding notes.
+
+note_items = <regexes>
+ When an item is identified, it will be noted if it is an artifact
+ (fixed, unrand, or random) or if its short description matches a regex.
+ E.g.
+ note_items = rod,book,rune,aquirement
+
+ood_interesting = 8
+ Monsters which are out of depth (OOD for short) for their current level,
+ e.g. a dragon on level 2, will be noted if they are out of depth by at
+ least ood_interesting levels. To disable OOD monster noting, set
+ ood_interesting to 500; the default is 8.
+ Unique monsters are always noted, regardless of this setting.
+ OOD monsters are only noted in the main dungeon.
+
+note_hp_percent = 5
+ If your HP falls below a certain note_hp_percentage of your max HP, a
+ note will be taken. There is some code to avoid repetitions of notes
+ based on the same incident. The default is 0, which means no noting.
+
+note_skill_levels = 1,5,13,27
+ This sets which skill levels are noteworthy. You can have multiple
+ note_skill_levels lines. The default is nothing (no notes.)
+
+note_skill_max = false
+ Setting this option will cause a note whenever a new maximum in skill
+ levels is reached. If note_skill_max is true and note_skill_levels is
+ nonempty, notes will be taken whenever either of the criteria are met.
+
+note_monsters = <regex list>
+ Monsters whose name matches an item in this comma-separated list are
+ considered interesting. You can have multiple note_monsters lines. E.g.
+ note_monsters = Klown,orb of fire
+
+note_messages = <regex list>
+ Messages which match an item in this comma-separated list are
+ considered interesting. You can have multiple note_messages lines. E.g.
+ note_messages = Something interferes
+ note_messages = protects you from harm
+ If you want all banishments to the Abyss noted, use
+ note_messages = [bB]anish.*Abyss
+ If you want a note when your draconian scales turn <colour>, use
+ note_messages = Your scales start
+
+note_all_spells = true
+ Will add a note for each spell memorised.
+
+6- Miscellaneous.
+==============
+
+6-a All OS.
+---------------
+
+macro_meta_entry = true
+ macro_meta_entry lets you specify non-printable keycodes like \{3} when
+ creating a macro. For instance, if you want to keymap 0 to Escape, you'd
+ use a target keycode of \{27}.
+
+colour.OLDCOLOUR = NEWCOLOUR
+ Useful for terminals where some colours are hard to read (and cannot
+ be adjusted), as well as for creating a custom scheme, especially when
+ used with the background option on a terminal with a non-black
+ background.
+ Format is colour.OLDCOLOUR = NEWCOLOUR, later rules take preference and
+ the NEWCOLOUR is always literal (ie. it won't re-evaluate to a
+ different colour).
+ The colours are:
+ black, blue, green, cyan, red, magenta, brown, lightgrey,
+ darkgrey, lightblue, lightgreen, lightcyan, lightred,
+ lightmagenta, yellow, white
+ with lightgray = lightgrey, darkgray = darkgrey. Some examples:
+ colour.lightgray = black
+ colour.lightcyan = cyan
+ colour.yellow = brown
+
+wiz_mode = (no | never | yes)
+ Wizard mode options (available only in WIZARD compiles):
+ yes -- start games in wizard mode (game will not be scored)
+ no -- still allows player to enter wizard mode after start of game
+ never -- never allow a wizard command to be used
+
+char_set = (ascii | ibm | dec)
+ Chooses different character sets for the game play screen. DOS and
+ Windows users will want to use the IBM character set, Unix users will
+ prefer DEC or plain ASCII.
+
+cset_ascii, cset_ibm, cset_dec, cset_any
+ Can be used to change individual characters in a specific character
+ set (the character set used for display is determined by the char_set
+ option). The syntax is the same for all of these; cset_any changes
+ characters in all character sets.
+
+cset_XXX = <dungeon_character_name : symbol>
+ a list of these is allowed, as well.
+
+ The possible entries for dungeon_character_name are:
+ wall, wall_magic, floor, floor_magic, door_open, door_closed, trap,
+ stairs_down, stairs_up, altar, arch, fountain, wavy, statue,
+ invis_exposed, item_detected, item_orb, item_weapon, item_armour,
+ item_wand, item_food, item_scroll, item_ring, item_potion,
+ item_missile, item_book, item_stave, item_miscellany, item_corpse,
+ item_gold, item_amulet, cloud
+ Most of these are self-explanatory. "arch" is used for shops and
+ portals. "floor_magic" and "wall_magic" are used to display
+ magic-mapped squares on the level map. "invis_exposed" is the character
+ for water creatures submerged in shallow water, or invisible creatures
+ wading in shallow water.
+
+ Symbols can be specified using a letter, or by a number (decimal code).
+ For an example on IBM displays,
+ cset_ibm = wall:219, arch:0
+ shows walls as solid blocks and shops and portals as '0'.
+
+feature = <regex> { <symbol>, <magicmap symbol>, <view colour>,
+ <levelmap_magic_colour>, <levelmap_seen_colour> }
+ where <regex> is a regular expression describing a dungeon feature. This
+ regex should match the description when using the 'x' command. In case
+ the regex matches several descriptions, all such features are affected.
+
+ The list in {...} specifies the appearance of the dungeon feature(s),
+ and should be self-explanatory. <symbol> can be used to override the
+ above cset options, or also to distinguish among subtypes of a
+ character.
+
+ 'magic' always refers to magic mapping. So the <magicmap symbol> entry
+ determines what symbol will be used for features only detected via magic
+ mapping.
+
+ Leading parameters in the {...} list can be omitted by leaving them
+ blank and using placeholder commas. Trailing parameters can be omitted
+ without placeholder commas.
+
+ Multiple feature option lines can be used, as can multiple feature
+ descriptions strung together on the same line separated by semicolons.
+
+ Examples:
+ feature = rock wall { , , red } # shows rock walls in red
+ feature = metal wall {#} # use '#' for metal walls
+
+
+6-b DOS and Windows.
+------------------------
+
+dos_use_background_intensity = false
+ On DOS and Windows, if you're using a console that can do high-intensity
+ background colours, set this option to true for superior
+ friend-branding. If your console doesn't like this option, some friendly
+ monsters will appear as blinking characters (and setting this option to
+ false may be advisable to preserve your sanity in such cases).
+
+6-c Unix
+------------
+
+background = <colour>
+ Sets the default background colour by name (defaults to BLACK). This
+ may be useful if you're using a terminal with a background colour other
+ than black (such as an xterm), but this option is still experimental
+ and the results may not be very good.
diff --git a/crawl-ref/docs/keys.pdf b/crawl-ref/docs/keys.pdf
new file mode 100644
index 0000000000..4b7b420a65
--- /dev/null
+++ b/crawl-ref/docs/keys.pdf
Binary files differ
diff --git a/crawl-ref/docs/keys.txt b/crawl-ref/docs/keys.txt
new file mode 100644
index 0000000000..0901afed06
--- /dev/null
+++ b/crawl-ref/docs/keys.txt
@@ -0,0 +1,206 @@
+--------------------------------------------------------------------------------
+ DUNGEON CRAWL: LIST OF KEYS AND COMMANDS
+--------------------------------------------------------------------------------
+
+Main screen
+-----------
+Crawl has many commands to be issued by single key strokes. This can become
+confusing, since there are also several modes; here is the full list. Some
+commands are particularly useful in combination with certain interface options;
+such options are mentioned in the list. For a description of them, please look
+into crawl_options.txt.
+
+Saving games:
+ S Save game with query and exit.
+ Ctrl-X Save game without query and exit.
+ Q Quit without saving.
+
+Movement:
+ direction Moves one square, direction is either one of the
+ numpad cursor keys (try both Numlock on and off) or
+ one of the Rogue vi keys (hjklyubn).
+ Shift-direction This moves straight until something interesting is
+ or / direction found (like a monster).
+ Ctrl-G Interlevel travel (to arbitrary dungeon levels or
+ waypoints). Remembers old destinations if interrupted.
+ Ctrl-O Auto-explore.
+ Ctrl-W Det waypoint (check the option show_waypoints).
+
+Resting and Searching:
+ s, Del Rests and searches (these are the same) for one turn,
+ this is also done with '.' or Numpad-5.
+ 5 or Long resting/searching (until both health and magic
+ Shift-Numpad 5 points are full or something is found or 100 turns are
+ over).
+
+Dungeon interaction:
+ o Open door.
+ c Close door.
+ Ctrl-direction Tries untrapping a known trap on the specified square,
+ or * direction else opens door if there is one,
+ else attacks without move (even if no monster is seen).
+ < Use staircase to go higher.
+ > Use staircase to go deeper, or enters shop/branch.
+ ; Examine occupied tile, also causes auto-pickup.
+ x Examine surroundings mode (see below for its commands).
+ X Examine level map (see below for level map commands).
+ O Show dungeon overview (branches, shops, and labyrinths).
+
+Character information:
+'display' below means usage of the message area,
+'show' means usage of the whole screen.
+ @ Display character status.
+ [ Display worn armour.
+ " Display worn jewellery.
+ C Display experience info.
+ ^ Show religion screen.
+ A Show abilities/mutations.
+ \ Show item knowledge.
+ m Show skill screen.
+ i Show inventory list.
+ % Show resistances.
+
+Item interaction (inventory):
+ v View item description.
+ { Inscribe item (check the autoinscribe option).
+ t Throw/shoot an item.
+ f Fire first available missile.
+ q Quaff a potion.
+ e Eat food (tries floor first, invorenty next).
+ z Zap a wand.
+ r Read a scroll or book.
+ M Memorise a spell from a book.
+ w Wield an item ( - for none).
+ ' Wield item a, or switch to b.
+ E Evoke power of wielded item.
+ W Wear armour.
+ T Take off armour.
+ P Put on jewellery.
+ R Remove jewellery.
+
+Item interaction (floor):
+ d Drop an item.
+ d# Drop exact number of items.
+ g or , Pick up items; press twice for pick up menu.
+ You can use a prefix to pick up smaller quantities.
+ D Dissect a corpse.
+
+Other game-playing commands:
+ a Use special ability.
+ p Pray.
+ Z Cast a spell.
+ ! Shout or command allies.
+
+Non-game playing commands:
+ V Display version information.
+ Ctrl-P Show previous messages.
+ Ctrl-R Redraw screen.
+ Ctrl-C Clear main and level maps.
+ # Dump character to file (name.txt).
+ : Add note to dump file (see option take_notes).
+ ` Add macro.
+ ~ Save macros.
+ = Reassign inventory/spell letters.
+
+In-game toggles:
+ Ctrl-A Toggle autopickup.
+ Ctrl-V Toggle auto-prayer.
+ Ctrl-T Toggle spell fizzle check.
+
+Stashes:
+ Ctrl-S Mark stash (only sensible with stash_tracking=explicit,
+ else this is automatically tracked).
+ Ctrl-E Erase stash (ignores the square from stash tracking).
+ Ctrl-F Find (this searches in stashes and shops, you can use
+ regular expressions and also terms like 'long blades'
+ or 'artifacts').
+
+Level map ('X')
+---------------
+The level map (brought up by 'X' in the main screen) uses the whole screen to
+show the dungeon.
+ Esc, Space Leave level map.
+ - Scroll level map up
+ + Scroll level map down
+ Direction Moves cursor.
+ Shift-Direction Moves cursor in bigger steps (check the option
+ level_map_cursor_step).
+ . Travels to cursor (also Enter and , and ;)
+ (if the cursor is on the character, moves cursor to last
+ travel destination instead).
+ < Cycle through up stairs.
+ > Cycle through down stairs.
+ ^ Cycle through traps.
+ Tab Cycle through shops and portals.
+ I Cycle through stashes (if the option stash_tracking is
+ set to all, this cycles through all items and piles).
+ Ctrl-C Clear level and main maps (from temporarily seen
+ monsters, clouds etc.).
+
+Waypoints can be set on the level map. You can travel to waypoints using
+Ctrl-G. Check the option show_waypoints. The commands are
+ Ctrl-W Set waypoint.
+ W Cycle through waypoints.
+
+Travel exclusions mark certain spots of the map as no-go areas for autotravel
+and explore (the radius is set by the option travel_exclude_radius2).
+ Ctrl-X Set travel exclusion.
+ Cltr-E Erase all travel exclusions at once.
+ X Cycle through travel exclusions.
+
+
+Examining surroundings ('x')
+----------------------------
+When roaming the dungeon, the surroundings mode is activated by 'x'. It lets you
+have a look at items or monsters in line of sight. You may also examine stashed
+items outside current view using the options target_oos=true (if using this,
+check target_los_first).
+ x, Esc, Space Return to playing mode.
+ ' or * Cycle objects forward.
+ ; or / Cycle objects backward.
+ + or = Cycle monsters forward.
+ - Cycle monsters backward.
+ direction Move cursor.
+ . or Enter Travel to cursor.
+ ? Describe monster under cursor (also shows weapons,
+ wounding and enchantments).
+ > Cycle downstairs.
+ < Cycle upstairs.
+ Tab Cycle shops and portals.
+
+Targeting
+---------
+Targeting mode is similar to examining surroundings. It is activated whenever
+you fire projectiles, zap a wand or cast spells which uses targets.
+ x, Esc, Space Stop targeting.
+ direction Shoot straight in this direction.
+ + or = Cycle monsters forward (see option target_wrap).
+ - Cycle monsters backward.
+ . or Enter Fire (check option confirm_self_target).
+ p or t Fire at previous target (if still in sight).
+ > Fire, but stops at target.
+ Ctrl-F Toggle target modes (between enemies, all, friends; see
+ also option target_zero_exp).
+ * Manually targeting: the direction keys will now move
+ the cursor, the keys '+' and '-' work as above, and '.'
+ and Enter fire.
+
+Shortcuts in lists (like multidrop):
+------------------------------------
+When dropping (with the drop_mode=multi option), the drop menu accepts several
+shortcuts.
+ ( Selects all missiles.
+ ) Selects all hand weapons.
+ [ Selects all armour.
+ ? Selects all scrolls.
+ % Selects all food.
+ & Selects all carrion.
+ + Selects all books.
+ / Selects all wands.
+ \ Selects all staves.
+ ! Selects all potions.
+ " Selects all jewellery.
+ } Selects all miscellaneous items.
+ , Global select (subject to the drop_filter option).
+ - Global deselect (subject to the drop_filter option).
+ * Invert selection.
diff --git a/crawl-ref/docs/lualicense.txt b/crawl-ref/docs/lualicense.txt
new file mode 100644
index 0000000000..274f501d8c
--- /dev/null
+++ b/crawl-ref/docs/lualicense.txt
@@ -0,0 +1,34 @@
+Lua License
+-----------
+
+Lua is licensed under the terms of the MIT license reproduced below.
+This means that Lua is free software and can be used for both academic
+and commercial purposes at absolutely no cost.
+
+For details and rationale, see http://www.lua.org/license.html .
+
+===============================================================================
+
+Copyright (C) 1994-2006 Lua.org, PUC-Rio.
+
+Permission is hereby granted, free of charge, to any person obtaining a copy
+of this software and associated documentation files (the "Software"), to deal
+in the Software without restriction, including without limitation the rights
+to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+copies of the Software, and to permit persons to whom the Software is
+furnished to do so, subject to the following conditions:
+
+The above copyright notice and this permission notice shall be included in
+all copies or substantial portions of the Software.
+
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+THE SOFTWARE.
+
+===============================================================================
+
+(end of COPYRIGHT)
diff --git a/crawl-ref/docs/mt19937.txt b/crawl-ref/docs/mt19937.txt
new file mode 100644
index 0000000000..64e301687f
--- /dev/null
+++ b/crawl-ref/docs/mt19937.txt
@@ -0,0 +1,40 @@
+A C-program for MT19937, with initialization improved 2002/1/26.
+Coded by Takuji Nishimura and Makoto Matsumoto.
+
+Before using, initialize the state by using init_genrand(seed)
+or init_by_array(init_key, key_length).
+
+Copyright (C) 1997 - 2002, Makoto Matsumoto and Takuji Nishimura,
+All rights reserved.
+
+Redistribution and use in source and binary forms, with or without
+modification, are permitted provided that the following conditions
+are met:
+
+ 1. Redistributions of source code must retain the above copyright
+ notice, this list of conditions and the following disclaimer.
+
+ 2. Redistributions in binary form must reproduce the above copyright
+ notice, this list of conditions and the following disclaimer in the
+ documentation and/or other materials provided with the distribution.
+
+ 3. The names of its contributors may not be used to endorse or promote
+ products derived from this software without specific prior written
+ permission.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
+CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
+EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
+PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
+PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
+LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
+NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+
+Any feedback is very welcome.
+http://www.math.sci.hiroshima-u.ac.jp/~m-mat/MT/emt.html
+email: m-mat @ math.sci.hiroshima-u.ac.jp (remove space)
diff --git a/crawl-ref/docs/buglist.txt b/crawl-ref/docs/obsolete/buglist.txt
index c9a33b3b8c..c9a33b3b8c 100644
--- a/crawl-ref/docs/buglist.txt
+++ b/crawl-ref/docs/obsolete/buglist.txt
diff --git a/crawl-ref/docs/changes.340 b/crawl-ref/docs/obsolete/changes.340
index 2891d5c976..2891d5c976 100644
--- a/crawl-ref/docs/changes.340
+++ b/crawl-ref/docs/obsolete/changes.340
diff --git a/crawl-ref/docs/changes.400 b/crawl-ref/docs/obsolete/changes.400
index e5d853b1f0..e5d853b1f0 100644
--- a/crawl-ref/docs/changes.400
+++ b/crawl-ref/docs/obsolete/changes.400
diff --git a/crawl-ref/docs/messlog.txt b/crawl-ref/docs/obsolete/messlog.txt
index d04ae19f83..d04ae19f83 100644
--- a/crawl-ref/docs/messlog.txt
+++ b/crawl-ref/docs/obsolete/messlog.txt
diff --git a/crawl-ref/docs/todo.txt b/crawl-ref/docs/obsolete/todo.txt
index 6974ecff3b..6974ecff3b 100644
--- a/crawl-ref/docs/todo.txt
+++ b/crawl-ref/docs/obsolete/todo.txt
diff --git a/crawl-ref/docs/versions.txt b/crawl-ref/docs/obsolete/versions.txt
index d7387c60ca..d7387c60ca 100644
--- a/crawl-ref/docs/versions.txt
+++ b/crawl-ref/docs/obsolete/versions.txt
diff --git a/crawl-ref/docs/pcre-license.txt b/crawl-ref/docs/pcre-license.txt
new file mode 100644
index 0000000000..daea2e48a3
--- /dev/null
+++ b/crawl-ref/docs/pcre-license.txt
@@ -0,0 +1,68 @@
+PCRE LICENCE
+------------
+
+PCRE is a library of functions to support regular expressions whose syntax
+and semantics are as close as possible to those of the Perl 5 language.
+
+Release 6 of PCRE is distributed under the terms of the "BSD" licence, as
+specified below. The documentation for PCRE, supplied in the "doc"
+directory, is distributed under the same terms as the software itself.
+
+The basic library functions are written in C and are freestanding. Also
+included in the distribution is a set of C++ wrapper functions.
+
+
+THE BASIC LIBRARY FUNCTIONS
+---------------------------
+
+Written by: Philip Hazel
+Email local part: ph10
+Email domain: cam.ac.uk
+
+University of Cambridge Computing Service,
+Cambridge, England. Phone: +44 1223 334714.
+
+Copyright (c) 1997-2006 University of Cambridge
+All rights reserved.
+
+
+THE C++ WRAPPER FUNCTIONS
+-------------------------
+
+Contributed by: Google Inc.
+
+Copyright (c) 2006, Google Inc.
+All rights reserved.
+
+
+THE "BSD" LICENCE
+-----------------
+
+Redistribution and use in source and binary forms, with or without
+modification, are permitted provided that the following conditions are met:
+
+ * Redistributions of source code must retain the above copyright notice,
+ this list of conditions and the following disclaimer.
+
+ * Redistributions in binary form must reproduce the above copyright
+ notice, this list of conditions and the following disclaimer in the
+ documentation and/or other materials provided with the distribution.
+
+ * Neither the name of the University of Cambridge nor the name of Google
+ Inc. nor the names of their contributors may be used to endorse or
+ promote products derived from this software without specific prior
+ written permission.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
+AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
+IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
+ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
+LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
+CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
+SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
+INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
+CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
+ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
+POSSIBILITY OF SUCH DAMAGE.
+
+End
diff --git a/crawl-ref/docs/tables.txt b/crawl-ref/docs/tables.txt
new file mode 100644
index 0000000000..271b0e17fc
--- /dev/null
+++ b/crawl-ref/docs/tables.txt
@@ -0,0 +1,151 @@
+The following three tables describe all aptitudes of the various races for the
+various skills. These are not necessary for winning in Crawl, neither explicit
+nor implicit. The qualitative information behind this sheet (ie. which species
+is good at which tasks) can be obtained in two other, less sophisticated ways:
+- read the species section in the manual about strenghts and weaknesses
+- look which combinations of race and class are possible.
+
+If you consider figuring out such things yourself to be fun, stop reading now.
+Otherwise, just go ahead. A lower a value, the better the aptitude. 100 is the
+Human standard. Please note that many things effect how quick a character will
+actually learn a skill. Thus the numbers below are good enough for comparisons
+among races, but not necessarily among skills.
+
+The abbreviations used for the skills are:
+
+General skills, Experience Melee and Ranged Combat Spellcasting and Magic
+-------------------------- ----------------------- ----------------------
+Arm - Armour Fgt - Fighting Spc - Spellcasting
+Ddg - Dodging SBl - Short Blades Coj - Conjuration
+Sth - Stealth LBl - Long Blades Enc - Enchantments
+Stb - Stabbing Axs - Axes Sum - Summonings
+Shd - Shields M&F - Maces & Flails Nec - Necromancy
+T&D - Traps & Doors Pla - Polearms Trl - Translocations
+ Stv - Staves Trm - Transmigration
+Inv - Invocations U C - Unarmed Combat Div - Divination
+Evo - Evocations
+ Ran - Ranged Combat Fir - Fire Magic
+ Slg - Slings Ice - Ice Magic
+Exp - Experience Bws - Bows Air - Air Magic
+ Crb - Crossbows Ear - Earth Magic
+ Drt - Darts Poi - Poison Magic
+
+
+ Arm Ddg Sth Stb Shd T&D Inv Evo Exp
+---------------------------------------------------------------------
+Human 100 100 100 100 100 100 100 100 100
+Elf 120 80 80 100 120 100 100 80 120
+High Elf 110 90 90 110 110 100 100 90 150
+Grey Elf 140 75 70 100 140 100 100 90 140
+Deep Elf 140 70 65 80 140 100 100 90 140
+Sludge Elf 140 70 75 100 130 100 100 110 120
+Hill Dwarf 70 120 150 140 70 100 100 60 140
+Mountain Dwarf 60 110 140 130 70 100 100 70 140
+Halfling 150 70 60 70 130 100 100 90 100
+Hill Orc 90 140 150 100 80 100 100 100 100
+Kobold 140 70 60 70 130 100 100 80 100
+Mummy 140 140 140 140 140 140 140 140 150
+Naga 150 150 40 100 140 100 100 100 120
+Gnome 150 70 70 80 120 100 120 60 110
+Ogre 140 150 200 150 110 200 130 170 140
+Troll 150 130 250 150 150 200 150 180 150
+Ogre Mage 170 130 100 130 150 150 100 100 150
+Draconian Red 200 120 120 100 100 100 100 100 130
+ White 200 120 120 100 100 100 100 100 130
+ Green 200 120 120 100 100 100 100 100 130
+ Yellow 200 120 120 100 100 100 100 100 130
+ Grey 200 120 120 100 100 100 100 100 130
+ Black 200 120 120 100 100 100 100 100 130
+ Purple 200 120 120 100 100 100 100 90 130
+ Mottled 200 120 120 100 100 100 100 100 130
+ Pale 200 120 120 100 100 100 100 90 130
+Centaur 180 170 200 170 180 150 100 130 140
+Demigod 110 110 110 110 110 110 110 110 160
+Spriggan 170 50 50 50 180 60 130 70 130
+Minotaur 80 80 130 100 80 120 130 170 140
+Demonspawn 110 110 110 110 110 110 80 110 140
+Ghoul 110 110 80 100 110 120 110 130 120
+Kenku 90 90 100 80 100 100 160 100 130
+Merfolk 160 60 90 70 100 120 100 100 120
+---------------------------------------------------------------------
+ Arm Ddg Sth Stb Shd T&D Inv Evo Exp
+
+
+ Fgt SBl LBl Axs M&F Pla Stv U C Ran Slg Bws Crb Drt
+---------------------------------------------------------------------
+Human 100 100 100 100 100 100 100 100 100 100 100 100 100
+Elf 120 80 80 120 130 130 100 110 80 120 60 100 90
+High Elf 100 70 70 130 150 150 100 130 80 140 60 100 90
+Grey Elf 140 90 95 140 160 160 100 130 80 130 70 100 90
+Deep Elf 150 100 105 150 165 165 100 130 80 135 74 75 75
+Sludge Elf 80 110 110 130 140 140 100 80 70 100 100 100 100
+Hill Dwarf 70 80 80 60 70 110 130 100 120 130 150 120 120
+Mountain Dwarf 70 90 90 70 70 110 120 100 115 125 140 100 120
+Halfling 120 60 100 120 150 160 130 140 60 50 70 90 50
+Hill Orc 70 100 80 70 80 80 110 90 130 130 120 120 130
+Kobold 80 60 100 110 140 150 110 100 60 70 80 90 50
+Mummy 100 140 140 140 140 140 140 140 140 140 140 140 140
+Naga 100 100 100 100 100 100 120 100 120 120 120 120 120
+Gnome 100 75 100 100 130 140 130 110 100 80 100 90 60
+Ogre 100 140 120 100 100 110 120 130 100 150 150 180 150
+Troll 140 150 150 150 130 150 150 100 130 180 180 180 180
+Ogre Mage 100 110 100 100 100 100 100 100 150 150 150 150 150
+Draconian Red 90 100 100 100 100 100 100 100 120 120 120 120 120
+ White 90 100 100 100 100 100 100 100 120 120 120 120 120
+ Green 90 100 100 100 100 100 100 100 120 120 120 120 120
+ Yellow 90 100 100 100 100 100 100 100 120 120 120 120 120
+ Grey 90 100 100 100 100 100 100 100 120 120 120 120 120
+ Black 90 100 100 100 100 100 100 100 120 120 120 120 120
+ Purple 90 100 100 100 100 100 100 100 120 120 120 120 120
+ Mottled 90 100 100 100 100 100 100 100 120 120 120 120 120
+ Pale 90 100 100 100 100 100 100 100 120 120 120 120 120
+Centaur 100 120 110 110 110 110 110 100 60 75 60 85 80
+Demigod 110 110 110 110 110 110 110 110 110 110 110 110 110
+Spriggan 150 90 140 150 160 180 150 130 90 70 70 100 70
+Minotaur 70 70 70 70 70 70 70 80 90 90 90 90 90
+Demonspawn 100 110 110 110 110 110 110 110 110 110 110 110 110
+Ghoul 80 110 110 110 110 110 110 80 130 130 130 130 130
+Kenku 100 75 75 75 75 75 75 80 90 100 80 80 90
+Merfolk 80 70 90 140 150 50 130 90 100 150 140 140 100
+---------------------------------------------------------------------
+ Fgt SBl LBl Axs M&F Pla Stv U C Ran Slg Bws Crb Drt
+
+
+ Spc Coj Enc Sum Nec Trl Trm Div Fir Ice Air Ear Poi
+---------------------------------------------------------------------
+Human 100 100 100 100 100 100 100 100 100 100 100 100 100
+Elf 80 105 70 100 120 100 100 100 100 100 70 130 110
+High Elf 70 90 70 110 130 90 90 110 100 100 70 130 130
+Grey Elf 60 90 50 90 130 80 80 80 90 90 60 150 110
+Deep Elf 55 80 50 80 70 75 75 75 90 90 80 100 80
+Sludge Elf 70 130 130 90 90 100 60 130 80 80 80 80 80
+Hill Dwarf 160 120 150 150 160 150 120 130 80 120 150 70 130
+Mountain Dwarf 140 115 135 150 160 150 120 130 70 130 150 70 130
+Halfling 130 130 100 120 150 100 150 140 100 100 90 100 120
+Hill Orc 150 100 120 120 100 150 160 160 100 100 150 100 110
+Kobold 110 110 110 105 105 100 110 130 100 100 100 100 100
+Mummy 100 140 140 140 100 140 140 140 140 140 140 140 140
+Naga 100 100 100 100 100 100 100 100 100 100 100 100 60
+Gnome 120 100 100 110 130 130 120 120 100 100 170 60 130
+Ogre 220 180 220 200 150 200 200 200 150 150 200 120 150
+Troll 200 160 200 160 150 160 160 200 160 160 200 120 160
+Ogre Mage 70 100 80 100 100 100 100 100 100 100 100 100 100
+Draconian Red 100 100 120 100 100 100 100 100 70 135 100 100 100
+ Green 100 100 120 100 100 100 100 100 100 100 100 100 70
+ White 100 100 120 100 100 100 100 100 135 70 100 100 100
+ Yellow 100 100 120 100 100 100 100 100 100 100 100 100 100
+ Grey 100 100 120 100 100 100 100 100 100 100 100 100 100
+ Black 100 100 120 100 100 100 100 100 100 100 70 135 100
+ Purple 70 100 90 100 100 100 100 100 100 100 100 100 100
+ Mottled 100 100 120 100 100 100 100 100 80 100 100 100 100
+ Pale 100 100 120 100 100 100 100 100 90 100 90 100 100
+Centaur 140 120 110 120 120 120 120 130 120 120 120 120 130
+Demigod 110 110 110 110 110 110 110 110 110 110 110 110 110
+Spriggan 60 160 50 150 120 50 60 70 140 140 120 120 100
+Minotaur 180 170 170 170 170 170 170 170 170 170 170 170 170
+Demonspawn 100 100 110 100 90 110 110 110 100 110 110 110 100
+Ghoul 120 130 130 120 100 120 120 120 150 90 150 90 100
+Kenku 100 60 160 70 80 150 150 180 90 120 90 120 100
+Merfolk 100 140 90 100 150 140 60 80 160 80 150 150 80
+---------------------------------------------------------------------
+ Spc Coj Enc Sum Nec Trl Trm Div Fir Ice Air Ear Poi
diff --git a/crawl-ref/init.txt b/crawl-ref/init.txt
index 672f51d9f2..7214e8687f 100644
--- a/crawl-ref/init.txt
+++ b/crawl-ref/init.txt
@@ -1,6 +1,9 @@
-#
# Crawl Init file
#
+# On Unix systems (such as Mac OS X, Linux and the BSDs), you must copy init.txt
+# to ~/.crawlrc as:
+# cp init.txt ~/.crawlrc
+#
# Lines begining with '#' are comments. The basic syntax is:
#
# field = value or field.subfield = value
@@ -12,665 +15,203 @@
# on a system that has case-sensitive filenames).
#
# White space is stripped from the begining and end of the line, as
-# well as imediately before and after the '='. All other whitespace
-# is left alone.
-#
-
-
+# well as imediately before and after the '='. If the option allows multiple
+# comma/semicolon-separated terms (such as ban_pickup), all whitespace around
+# the separator is also trimmed. All other whitespace is left intact.
#
-# Player name
+# For descriptions concerning the option consult the file
+# crawl_options.txt
+# in your crawl/doc directory. Also note that the ordering of the
+# options is taken from that file; this is for presentational reasons
+# only.
#
+# Note that all boolean options (i.e. values of 'true' or 'false') have
+# their non-default value commented out. You can toggle these by just
+# uncommenting.
-# name=kernel
-
+##### 1- Starting Screen ############################################
#
-# If remember_name set, the game remembers the last name you used.
-#
-
+# name = Delilah
# remember_name = true
+# weapon = (random | short sword | hand axe | spear | mace | trident)
+# chaos_knight = (Xom | Makhleb | random)
+# death_knight = (necromancy | Yredelemnul | random)
+# priest = (Zin | Yredelemnul | random)
+# race = (Human |...| Merfolk | random)
+# class = (Fighter |...| Wanderer | random)
+# random_pick = true
-# Directory for reading macro.txt and init.txt, and dumping characters.
-# It should end with the path delimiter.
-# crawl_dir=/home/bwross/crawl/
-
-
-# Here's a list of autopickup types:
-#
-# ) Weapons
-# ( Missiles
-# [ Armour
-# / Wands
-# % Food
-# ? Scrolls
-# " or = jewellery
-# ! Potions
-# + or : Books
-# \ or | Staves
-# 0 Orbs
-# } Misc items
-# X Corpses
-# $ Gold
-
-autopickup = $?!:"/0
-
-#
-# assign_item_slot
-#
-# When picking up items, the inventory slot into which the item goes is
-# normally the first free slot from a-zA-Z. Setting assign_item_slot to
-# "backward" changes the slot assignment to work backwards. For instance, if
-# you have items on 'a' and 'c', and assign_item_slot = forward, the next item
-# will go into 'b'. If assign_item_slot = backward, the next item will go to
-# 'd' instead.
-#
+##### 2- File System ###############################################
+#
+# crawl_dir= <path>
+# save_dir = saves
+# sound = <regex>:<path to sound file>
+
+##### 3- Lua Files #################################################
+#
+lua_file = lua/base.lua
+lua_file = lua/stash.lua
+lua_file = lua/wield.lua
+lua_file = lua/kills.lua
+lua_file = lua/runrest.lua
+lua_file = lua/gearset.lua
+lua_file = lua/eat.lua
+lua_file = lua/trapwalk.lua
+
+##### 4- Interface #################################################
+#
+##### 4-a Picking up and Dropping ###############
+#
+autopickup = $?!:"/%
+# default_autopickup = false
+# safe_autopickup = true
+# safe_zero_exp = false
+# pickup_thrown = true
+# pickup_dropped = false
# assign_item_slot = backward
-
-#
-# dump_kill_places
-#
-# In the Vanquished Creatures list, this option controls how the locations of
-# each kill are displayed. Use 'none' to suppress place display altogether,
-# 'all' to display all known kill places, anything else to default to showing
-# the kill place only for single kills
-#
-# dump_kill_places = all
-
#
-# dump_item_origins
-#
-# The game remembers where you find items. If you want this item origin memory
-# listed in your dumps, use this option to select which items get annotated. The
-# default behaviour is for artifacts and rods to get annotated.
-#
-# Available selectors: artifacts, ego_arm, ego_weap, jewellery, runes, rods,
-# staves, books, all.
-#
-# If you use multiple dump_item_origins lines, the last line takes effect; all
-# preceding lines are ignored.
-#
-# If you don't want any items to be annotated, set dump_item_origins to "none",
-# and set dump_item_origin_price to -1.
-#
-# dump_item_origins = artifacts, ego_weap, ego_arm, rods, staves, runes
-
-#
-# dump_item_origin_price
+ban_pickup = degeneration,decay,confusion,potions? of slowing
+ban_pickup = potions? of strong poison,potions? of poison
+ban_pickup = inaccuracy
+ban_pickup = scrolls? of paper,immolation,curse armor,curse weapon
+ban_pickup = forgetfulness,uselessness,noise,torment
#
-# Item origins are dumped if the price of the item is greater than or equal
-# to this amount. Set this to -1 to prevent selection by price.
-#
-# dump_item_origin_price = 100
-
-#
-# Base Lua file that's needed by other Lua scripts. You must source this
-# before you source any Lua script that relies on this. For safety, always
-# source this first.
-#
-# lua_file = lua\base.lua
-
-#
-# Control what messages stop shift+running and resting.
-#
-# lua_file = lua\runrest.lua
-
-#
-# If you want more detailed kill statistics, you can use a LUA script to do
-# that. See kills.lua for more ideas.
-#
-# lua_file = lua\kills.lua
-
-#
-# If you'd like to switch quickly between sets of gear, you can use this. See
-# gearset.lua for more information.
-#
-# lua_file = lua\gearset.lua
-
-#
-# This lua script prompts you to eat chunks in inventory (after prompting for
-# eating off the floor).
-#
-# lua_file = lua\eat.lua
-
-#
-# stash.lua annotates items to make for easier stash-searches. Weapons are
-# prefixed by the name of the weapon skill, so you can search for "long blades"
-# and find everything that exercises that skill. See stash.lua for more details.
-#
-# lua_file = lua\stash.lua
+drop_mode = multi
+# drop_filter = skeleton, rotting, corpse
+##### 4-b Targetting ############################
#
-# wield.lua selects items to show in the wield menu based on the spells your
-# character knows. For instance, if you know Sublimation of Blood, chunks
-# will be added to your wield menu.
-#
-# lua_file = lua\wield.lua
-
-# The number of messages to be displayed in character dump files. Defaults to 4
-dump_message_count = 4
-
-# Set to false to disable targeting zero exp monsters in hostile targeting mode
# target_zero_exp = false
+# target_wrap = false
+# target_oos = false
+# target_los_first = false
+# confirm_self_target = true
+# default_fizzlecheck = true
-#
-# Set to true if targeting should wrap around from last to first and vice versa
-#
-# target_wrap = true
-
-#
-# When cycling through items/features with 'x' look-around, setting target_oos
-# to true allows you to jump the cursor to items and features that are outside
-# line-of-sight but in the main view. Defaults to true. See also
-# target_los_first.
-#
-target_oos = true
-
-#
-# When cycling through items/features with the 'x' look-around command, setting
-# target_los_first to true will force the cursor to squares in line-of-sight
-# before going to squares outside LOS. Defaults to true.
-#
-target_los_first = true
-
-#
-# Allows you to specify special characters as \{nn} when creating macros or
-# keymaps. For instance, you can macro a key to Enter by specifying a mapping
-# of \{13} when this is set to true. If you want to map a key to a backslash
-# with macro_meta_entry set true, escape the backslash as \\.
-#
-# Defaults to true.
-#
-macro_meta_entry = true
-
-# pickup_thrown causes autopickup to grab thrown/fired missiles
-#
-pickup_thrown = true
-
-# pickup_dropped lets autopickup affect objects you've dropped. Set to false to
-# block autopickup for dropped objects
-#
-pickup_dropped = false
-
-# assign_item_slot = backward
-
-# List of item name regexes for items which autopickup will never touch. You
-# can use multiple ban_pickup lines.
-#
-# ban_pickup = degeneration,decay,confusion
-# ban_pickup = inaccuracy
-# ban_pickup = scrolls? of paper
-
-# Option to turn off colouring the level-map with travel information
-# travel_colour = false
-
-#
-# Monsters found by detect creatures will be coloured this colour (defaults
-# to darkgrey):
+##### 4-c Passive Sightings #####################
#
detected_monster_colour = lightred
+detected_item_colour = green
+remembered_monster_colour = darkgrey
+# colour_map = true
+# clean_map = true
-
+##### 4-d Branding ##############################
#
-# Items found by detect items will be given this colour (defaults to darkgrey)
-#
-detected_item_colour = green
+heap_brand = reverse
+friend_brand = hi:green
+stab_brand = hi:blue
+# may_stab_brand = hi:yellow
+##### 4-e Level Map Functions ###################
#
-# Remembered monsters can be shown with their actual colours (real), or
-# assigned an arbitrary colour by name.
-#
-# remembered_monster_colour = real
-remembered_monster_colour = darkgrey
-
+level_map_cursor_step = 10
+item_colour = true
+# show_waypoints = false
-# How long travel waits after each move (milliseconds).
+##### 4-f Travel and Exploration #################
#
+# travel_colour = false
travel_delay = 20
-
-# Prevent travel from routing through shallow water.
+travel_stair_cost = 500
# travel_avoid_terrain = shallow water
-
-# For merfolk and/or characters with permanent levitation, prevent travel from
-# routing through shallow _or_ deep water
-#
-# travel_avoid_terrain = shallow water, deep water
-
-# The square of the radius around travel-excluded squares where travel will
-# refuse to go. Set to zero if you want to exclude single squares.
+travel_exclude_radius2 = 68
#
-# travel_exclude_radius2 = 68
-
-# If set to true (the default), waypoints will be numbered on the level map,
-# assuming that they're on a floor square with nothing on it.
-#
-# show_waypoints = false
-
-# Explore will stop for one of these conditions. Whatever you set this option
-# to, anything that stops travel will also stop explore.
-#
-# Multiple explore_stop lines are *not* cumulative! The last explore_stop
-# line will override all previous explore_stop lines.
-#
-explore_stop = items,stairs,shops,altars
-
-# How many squares the cursor moves on the level map when using Shift+direction.
-# Defaults to 10.
-#
-# level_map_cursor_step = 10
-
-# Playing sounds:
-# Option is set as sound = <regex>:<path to sound file>. Your regex should not
-# include commas or colons.
-# sound = LOW HITPOINT WARNING:sound\sounds2\danger3.wav
-
-# Tracking stashes. Valid options are 'all', 'dropped' and 'explicit'. Anything
-# else disables stash tracking
-stash_tracking = all
-
-# Filter corpses (14) and chunks of meat (4:21) out of the stash-tracker.
-# The filter syntax is object class:object subtype. So, to filter, say, potions
-# of degeneration, you'd use 8:14 (where 8 is for OBJ_POTIONS and 14 is
-# POT_DEGENERATION). See enum.h for all the magic numbers involved.
-stash_filter = 14, 4:21
-
-# Substrings that will stop travel if they're present in any message the game
-# displays. Substrings can be comma separated, and multiple stop_travel lines
-# are accepted.
-
-# Stop travel if Xom grants us a gift suddenly.
-stop_travel = Something appears
-
-# To limit a substring match to a message channel, prefix the substring with the
-# channel name and a colon. For instance, if you want travel to stop when you're
-# hit by divine retribution, you could use:
+# stop_travel = Something appears
# stop_travel = god:wrath finds you
-
-# If you'd like to stop travel for any message sent to a particular channel, use
-# a stop_travel line with that message channel name and a colon alone. For
-# example, if you've an amulet of the gourmand, and are hankering after rotten
-# meat, or you're playing a ghoul:
-# stop_travel = rotten_meat:
-
-# Stop travel for any god messages (including prayer)
-stop_travel = god:
-
-# verbose dump causes less important item details to appear in character dumps
-# verbose_dump = false
-
-
-# Colours out of sight map features on the playing screen
-colour_map = true
-
-
-# Cleans up out of sight monsters and clouds on the map
-clean_map = false
-
-# To be able to drop multiple items from the drop menu in one go, enable
-# multidrop (you can also switch to multidrop from the classic drop menu using
-# the @ key).
#
-# drop_mode = multi
-
-# When selecting items using the global select key (, or -) in a multidrop
-# listing, you can choose to apply a filter - only items whose names match
-# the filter will be selected. The filter strings are regexes.
+# explore_stop = items,stairs,shops,altars
#
-# For instance, to quickly select carrion and rotting chunks of meat, you
-# could use:
+# runrest_ignore_message = prayer ends
#
-# drop_filter = skeleton, rotting, corpse
-
-# Open doors by moving on to them
-# easy_open = false
+# runrest_ignore_message = You feel.*sick
+# runrest_ignore_poison = 4:100
+# trapwalk_safe_hp = dart:15, needle:25, spear:50
-# Auto-switch to uncursed short blade for butchery (EXPERIMENTAL!)
-easy_butcher = true
-
-
-# Allows auto removal of armour when dropping it
-# easy_armour = false
-
-
-# Make confirmation queations easier to answer:
-# none = force capitals on Y/N questions
-# safe = force only on questions that will end game
-# all = never force capitals
-
-# WARNING TO KEYPAD USERS: The number 7 is mapped to the letter 'y',
-# which can result in accidentally answering yes to questions; it is
-# suggested that you use a value of 'none' or 'safe'
-
-easy_confirm = safe
-
-
-# Setting this option to true allows the quitting of item listing with
-# space as well as escape. These lists are essentially all of those
-# that are requesting an inventory item and accept '?' and '*'.
+##### 4-g Stashes ###############################
#
-# The identify list will never easy quit. The default is false.
-
-# easy_quit_item_lists = true
+# stash_tracking = (explicit | dropped | all)
+# stash_filter = 14, 4:21
-# In multidrop (and pickup) menus, paging past the end will exit the menu if
-# you set the easy_exit_menu option
+##### 4-h Command Enhancements ##################
#
+# auto_list = true
+# lowercase_invocations = true
+# easy_open = true
+# easy_butcher = true
+# easy_armour = false
+# easy_confirm = (none | safe | all)
+# easy_quit_item_lists = true
# easy_exit_menu = true
+# default_autoprayer = true
+# sort_menus = true
-# This option adds the text "uncursed" to items where the
-# curse status is relevent and known. Does not bother to
-# show "uncursed" on items that are fully identified (showing pluses),
-# since that wound be redundant and waste space.
-
-show_uncursed = true
-
-
-#
-# The weapon option allows defaulting on the weapon selection screen
-#
-# Valid weapons are short sword, hand axe, spear, mace, and trident...
-# although tridents are restricted to only merfolk and gladiators, so
-# you'll get queries for the illegal cases.
-#
-
-# weapon = hand axe
-
-
-#
-# These allow auto-selection of other third-screen options.
-#
-# Select "random" for random choice.
-#
-# chaos_knight => Xom or Makleb
-# death_knight => necromancy or Yredelemnul
-# priest => Zin or Yredelemnul
-#
-
-# chaos_knight = xom
-# death_knight = necromancy
-# priest = random
-
-
-#
-# The random_pick option will randomly generate a character.
-# The above options (weapons and class options) will override where
-# appropriate.
-#
-
-# random_pick = true
-
-
-# Macro colours to other colours
-#
-# Useful for terminals where some colours are hards to read (and cannot
-# be adjusted), as well as for creating a custom scheme, especially
-# when used with the background option on a terminal with a non-black
-# background.
-#
-# Format is colour.OLDCOLOUR = NEWCOLOUR, later rules take preference and
-# the NEWCOLOUR is always literal (ie. it won't re-evaluate to a different
-# colour).
-#
-# The colours are:
-#
-# black, blue, green, cyan, red, magenta, brown, lightgrey, darkgrey,
-# lightblue, lightgreen, lightcyan, lightred, lightmagenta, yellow, white
-#
-# lightgray = lightgrey, darkgray = darkgrey
-
-# colour.lightgray = black
-# colour.white = black
-# colour.lightcyan = cyan
-# colour.yellow = brown
-
-
-#
-# always_greet will give the race/class and god messages everytime the
-# game is started.
-#
-
-always_greet = true
-
-
-# Set the default background colour of your window
-# Warning: setting this to a value different than the window's background
-# colour, will probably result in some very ugly results.
-
-# background = white
-
-
-#
-# Brand friendly monsters with a curses attribute... these might not
-# do what you think, it depends on the terminal being used (and won't
-# work with non-curses compiles).
-#
-# Available options, with typical results:
-#
-# standout -- often the same as reverse, might be underline or dim
-# bold -- used by colour curses for brightening foreground colours
-# blink -- used by colour curses for brightening background colours
-# reverse -- this will probably work
-# dim -- probably no effect
-# underline -- this will probably work
-# highlight:col -- set background colour of highlighted monsters to "col"
-#
-# This is somewhat interesting (blink here is used to give friends a
-# dark grey background, and then we change dark grey so we can see bats):
-#
-# friend_brand = blink
-# colour.darkgrey = magenta
-#
-# Brand friends with a green background. If the friend is itself green, it'll
-# show up as black on green.
-#
-# friend_brand = hi:green
-
-friend_brand = reverse
-
-#
-# Stab warning.
-#
-# Some deities object to you stabbing monsters. Certain classes specialise
-# in stabbing monsters. For both these cases, it helps to identify monsters
-# that are susceptible to being stabbed without using the 'x' command. This
-# option brands sleeping monsters. All the normal 'brand' options apply.
-#
-# stab_brand = hi:blue
-
-#
-# Stabbing may be possible even if the monster is not asleep (if it's confused,
-# for instance). This option brands monsters that you *might* be able to stab,
-# provided the monster is adjacent to you. Primarily useful for worshippers of
-# The Su^WShining One. Purists may consider this unnecessarily spoily and a
-# cheat. Direct such opinions to <scintilla@gmail.com>
-#
-# may_stab_brand = hi:darkgrey
-#
-
-#
-# On DOS and Windows, if you're using a console that can do high-intensity
-# background colours, set this option to true for superior friend-branding.
-# If your console doesn't like this option, some friendly monsters will appear
-# as blinking characters (and setting this option to false may be advisable
-# to preserve your sanity in such cases).
-#
-# dos_use_background_intensity = true
-
-# Colour items on level-map
+##### 4-i Messages and Display Enhancements #####
#
-# item_colour = true
-
-# Brand heaps of items (more than one item or stack). Options apply as for
-# friend_brand.
-#
-# heap_brand = reverse
-
-
-# Message channel options:
-#
-# Format is channel.CHANNEL_NAME = (COLOUR|mute|default|on|off|plain)
-#
-# CHANNEL_NAME can currently be one of these:
-# plain = regular text (and things "uncoloured")
-# prompt = input prompts to the player
-# god = messages from the gods
-# duration = messages about character spells/effects wearing off
-# danger = serious threats to the characters existence
-# food = warnings about food
-# warning = various other warnings
-# recovery = recovery from disease/stat loss/poison conditions
-# talk = monsters talking (acting)
-# intrinsic_gain = level/stat/species power gains
-# mutation = gain/lose mutations
-# monster_spell = messages about monsters gesturing and casting spells
-# monster_enchant = messages pertaining to monster enchantments (up or down)
-# monster_damage = messages telling how damaged a monster is
-# rotten_meat = messages about chunks/corpses becoming rotten
-#
-# COLOUR can be any of the colours in the colour section above.
-#
-# Other channel options:
-#
-# mute = show no messages from channel (dangerous, be careful!)
-# default = turn channel on to it's default scheme
-# alternate = turn channel on to it's alternate "colourful" scheme
-# on = same as default
-# plain = make channel the same colour as the "plain" channel
-# (won't do anything silly like "mute" if plain == mute, though)
-# off = same as plain
-#
-# Note: The only multi-colour channels currently are monster_damage and
-# god. Setting god to a COLOUR will make all god messages that
-# colour. Setting monster_damage to a colour will make the
-# "monster dies" messages that colour, and the "injured" messages
-# will be plain coloured. More control of these and other channels
-# will be coming later.
-#
-
-# channel.plain = green
-# channel.talk = mute
-# channel.warning = plain
-# channel.diagnostic = mute
-# channel.rotten_meat = yellow
-# channel.god = alternate
-# channel.mutation = green
-
-
-#
-# hp_warning gives "* * * LOW HITPOINT WARNING * * *" on the danger channel
-# when the player takens damage and their hitpoints are less than this
-# percentage of their maximum (use 0 to turn off these messages).
-
+# show_uncursed = false
hp_warning = 25
-
-
-# race
-#
-# Use to preselect race. Argument can be:
-#
-# - letter used in the character creation process
-# - two letter abbreviation used on the high score board
-# - a string to match against the full name
-
-# race = human
-
-
-# class
+# terse_hand = false
+# delay_message_clear = true
+# always_greet = true
+# increasing_skill_progress = true
#
-# Used to preselect class. Same format as race option above.
-
-# class = fighter
+# menu_colour = lightred: cursed.*(worn|neck|hand|weapon)\)
+# menu_colour = green:(worn|neck|hand|weapon)\)
+# menu_colour = red: cursed
-
-#
-# Wizard mode options (available only in WIZARD compiles):
-#
-# yes = start games in wizard mode (game might not be scored)
-# no = still allows player to enter wizard mode after start of game
-# never = never allow a wizard command to be used
+##### 4-j Firing Commands #######################
#
+fire_items_start = a
+fire_order = launcher, dart, stone, dagger, spear, handaxe, club
-wiz_mode = no
-
-
-#
-# Fire command options
-#
-# fire_items_start - sets the first inventory item to consider (default is a)
-#
-# fire_order - controls when to consider types of items
-#
-# launcher, dart, stone, dagger, spear, handaxe, club
+##### 4-k Channels ##############################
#
-# The list should be on one line, with commas between items.
-#
-# Launcher refers to firing the appropriate missile for the wielded
-# weapon (ie crossbow, bow, sling)... you'll probably want it first, as
-# it'll be ignored when you're not wielding a ranged weapon. The default
-# is "launcher, dart" which matches the old behaviour.
-#
-
-fire_items_start = c
-fire_order = launcher, dart, stone
-
+#channel.multiturn = mute
+##### 4-l Inscriptions ##########################
#
-# auto_list
-#
-# Setting this to true if you want to automatically list appropriate
-# inventory items for commands like quaff and read. This is like
-# immediately hitting '?', and can be confusing to beginners because
-# they won't get to see the prompts.
-#
-# This option does not apply to spell casting... Conjurers would probably
-# find that really annoying.
-#
-
-# auto_list = true
+# autoinscribe = royal jell:=g
-
-#
-# Input buffer flushing options (flush.*)
-#
-# These are useful when using macros. Setting one of these
-# sub-options to true will cause the entire input buffer to
-# be dumped and thus effectively stop the macro.
-#
-# The sub-options currently are (and their defaults):
-#
-# failure -- when spells/abilities get miscast (true)
-# command -- whenever the game is aboutn to get the next command (false)
-# message -- whenever the game outputs a non-mute message (false)
+##### 4-m Macro related Options #################
#
# flush.failure = false
# flush.command = true
# flush.message = true
+##### 5- Dump File #################################################
#
-# lowercase_invocations
-#
-# Set this option to true if you prefer to have invocations on 'a'-'e'
-# instead of the traditional 'A'-'E' (which is the default).
+##### 5-a Items and Kill List ###################
#
+# kill_map = friend:you, other:you
+# dump_kill_places = (single | all | none)
+# dump_item_origins = all,artifacts,ego_arm,ego_weap,jewellery,runes
+dump_item_origin_price = 100
+dump_message_count = 4
+# dump_order = header,stats,misc,notes,inventory,skills
+# dump_order += spells,mutations,messages,screenshot,kills
+# verbose_dump = true
-lowercase_invocations = true
-
-
+##### 5-b Notes #################################
#
-# terse_hand
-#
-# Set this to false to have the "in hand" description on the main screen
-# the same as the inventory. The default setting of true will give the
-# newer more terse description that should fit the limited space better
-# (but will be harder for newbies to understand).
-
-# terse_hand = false
-
+# use_notes = false
+note_items = rod,book,rune
+ood_interesting = 8
+# note_hp_percent = 5
+# note_skill_levels = 1,5,10,15,27
+# note_skill_max = true
+##### 6- Miscellaneous #################################################
+#
+##### 6-a All OS ################################
#
-# delay_message_clear - experimental (may be ugly at points)
+# colour.lightgray = black
+# colour.lightcyan = cyan
+# colour.yellow = brown
#
-# Setting this option to true will delay the clearing of messages until
-# the message space is full (default is false which results in clearing
-# between player actions).
+# use_ascii = ascii
+wiz_mode = no
-# delay_message_clear = true
+##### 6-b DOS and Windows #######################
+#
+# dos_use_background_intensity = true
diff --git a/crawl-ref/mac/68K_Stub.r b/crawl-ref/mac/68K_Stub.r
deleted file mode 100644
index 391dda2ad6..0000000000
--- a/crawl-ref/mac/68K_Stub.r
+++ /dev/null
@@ -1,144 +0,0 @@
-/*
- * File: 68K_Stub.r
- * Summary: Mac resources
- * Written by: Jesse Jones
- *
- * Change History (most recent first):
- *
- * <1> 3/30/99 JDJ Created
- */
-
-#include <Types.r>
-
-
-// ============================================================================
-// Resources
-// These resources create a tiny 68K app that pops up an
-// alert telling the user that the app will not run and
-// exits when the user dismisses the alert. This
-// file should only be added to PPC builds.
-// ============================================================================
-resource 'ALRT' (30000) {
- {84, 122, 174, 486},
- 30000,
- {
- OK, visible, silent,
- OK, visible, silent,
- OK, visible, silent,
- OK, visible, silent
- },
- alertPositionMainScreen
-};
-
-resource 'DITL' (30000) {
- {
- {60, 280, 80, 338},
- Button {
- enabled,
- "Quit"
- },
-
- {10, 60, 46, 360},
- StaticText {
- disabled,
- "This program requires a PowerPC processor and will"
- "not run on your Macintosh."
- }
- }
-};
-
-data 'CODE' (1, "Sources", locked, protected, preload) {
- $"0000 0001 9DCE 598F 2F3C 434F 4445 4267" /* ....'Y/<CODEBg */
- $"A9A0 2017 6700 011E 2040 2050 2E18 2C10" /* .g... @P..,. */
- $"A9A3 7000 204D 91C6 6002 10C0 B1CD 6DFA" /* p.M`..mT */
- $"41ED 0028 43F5 7800 6002 10C0 B1C9 6DFA" /* A.(Czx.`..SmT */
- $"598F 2F3C 4441 5441 4267 A9A0 2057 2008" /* Y/<DATABg W . */
- $"6700 00E2 2F0D 2050 4868 0004 4EBA 00DC" /* g..'/PHh..N?. */
- $"508F 43FA FF9C 2B49 FF12 224D 4EBA 0244" /* PCT+I."MN?.D */
- $"226D FF12 4EBA 023C A9A3 4EBA 02C2 422D" /* "m.N?.<N?.B- */
- $"FF17 303C A89F A746 2F08 303C A198 A346" /* .0<F/.0<F */
- $"B1DF 670A 1B7C 0001 FF17 7001 A198 303C" /* g..|...p.0< */
- $"A9F0 A746 2B48 FF0E 303C A9F1 A746 2B48" /* .F+H.0<F+H */
- $"FF0A 303C A9F4 A746 2B48 FF06 303C A9F0" /* .0<F+H.0<. */
- $"41FA 0284 A647 303C A9F1 41FA 0338 A647" /* AT.ѶG0<AT.8G */
- $"303C A9F4 41FA 003C A647 4EB9 0000 0492" /* 0<AT.<GN... */
- $"4EB9 0000 04B8 487A 004E 4A2D FFFF 6702" /* N...Hz.NJ-g. */
- $"4267 4267 4EB9 0000 04E4 5C8F 4A2D FFFF" /* BgBgN..."\J- */
- $"6702 548F 202D FF2C 6704 2040 4E90 4EBA" /* g.T -,g.@NN? */
- $"0384 2A78 0904 303C A9F4 206D FF06 A647" /* .*x.0<m.G */
- $"303C A9F0 206D FF0E A647 303C A9F1 206D" /* 0<.m.G0< m */
- $"FF0A A647 A9F4 0000 0000 48E7 1C30 594F" /* .G....H.0YO */
- $"266F 001C 7800 6000 00E4 1E9B 1F5B 0001" /* &o..x.`.."..[.. */
- $"1F5B 0002 1F5B 0003 246F 0020 D5D7 161B" /* .[...[..$o. '.. */
- $"4883 3003 0240 0080 670E 0243 007F 14DB" /* H0..@.g..C... */
- $"5343 4A43 6CF8 60E6 3003 0240 0040 670E" /* SCJCl`0..@.@g. */
- $"3003 0240 003F 5240 48C0 D5C0 60D0 3003" /* 0..@.?R@H'`-0. */
- $"0240 0020 670A 0243 001F 5243 1A1B 600E" /* .@.g..C..RC..`. */
- $"3003 0240 0010 6710 0243 000F 7AFF 14C5" /* 0..@..g..C..z.? */
- $"5343 4A43 6CF8 60A6 3003 0C40 0004 6264" /* SCJCl`0..@..bd */
- $"D040 303B 0006 4EFB 0002 0060 000A 001C" /* -@0;..Ns...`.... */
- $"002C 0042 588A 14FC FFFF 14FC FFFF 14DB" /* .,.BX... */
- $"14DB 6000 FF7A 588A 14FC FFFF 14DB 14DB" /* .`.zX... */
- $"14DB 6000 FF6A 14FC FFA9 14FC FFF0 548A" /* .`.j...T */
- $"14DB 14DB 528A 14DB 6000 FF54 14FC FFA9" /* ..R.`.T. */
- $"14FC FFF0 528A 14DB 14DB 14DB 528A 14DB" /* ..R...R. */
- $"6000 FF3C 3F3C 000F A9C9 5244 0C44 0003" /* `.<?<..SRD.D.. */
- $"6D00 FF18 204B 584F 4CDF 0C38 4E75 2F05" /* m..KXOL.8Nu/. */
- $"594F 226F 000C 1E99 1F59 0001 1F59 0002" /* YO"o....Y...Y.. */
- $"1F59 0003 2A17 7400 604C 1219 1001 0240" /* .Y..*.t.`L.....@ */
- $"0080 670C D201 1001 4880 48C0 D480 6028" /* .g."...HH'`( */
- $"1E81 1F59 0001 1001 0240 0040 670C 3017" /* ..Y.....@.@g.0. */
- $"E548 E240 48C0 D480 600E 1F59 0002 1F59" /* H'@H'`..Y...Y */
- $"0003 2417 E58A E282 206F 0010 202F 0014" /* ..$.'o.. /.. */
- $"D1B0 2800 5385 4A85 6EB0 2049 584F 2A1F" /* -f(.SJnfIXO*. */
- $"4E75 2F0A 2449 2F0D 2F0A 2F08 4EBA FF80" /* Nu/.$I//./.N? */
- $"2F2D FF12 2F0A 2F08 4EBA FF74 2F0A 2F0A" /* /-././.N?t/./. */
- $"2F08 4EBA FF6A 4FEF 0024 245F 4E75 2F0A" /* /.N?jO.$$_Nu/. */
- $"2449 2F0D 4497 2F0A 2F08 4EBA FF52 2F2D" /* $I/D/./.N?R/- */
- $"FF12 4497 2F0A 2F08 4EBA FF44 2F0A 4497" /* .D/./.N?D/.D */
- $"2F0A 2F08 4EBA FF38 4FEF 0024 245F 4E75" /* /./.N?8O.$$_Nu */
- $"BBFA 0028 6602 4E75 48E7 0084 2A7A 001C" /* T.(f.NuH.*z.. */
- $"206D FF0E 4A6F 000C 6604 206D FF0A 2F48" /* m.Jo..f.m./H */
- $"000A 4CDF 2100 544F 4E75 0000 0000 41FA" /* ..L!.TONu....AT */
- $"FFFA 208D 4E75 3F3C 0001 4EBA FFC4 544F" /* TNu?<..N?YTO */
- $"48E7 E0E0 55AF 0018 246F 0018 202D FF18" /* HU..$o.. -. */
- $"670A 2040 3F2A 0006 4E90 548F 50F8 0A5E" /* g.@?*..NTP.^ */
- $"598F 2F3C 434F 4445 3F2A 0006 A9A0 2017" /* Y/<CODE?*.. . */
- $"6616 202D FF24 6604 700F A9C9 2040 3F2A" /* f.-$f.p.S @?* */
- $"0006 4E90 548F 60DA 4A38 0BB2 6704 2040" /* ..NT`ZJ8.g. @ */
- $"A064 2057 A029 205F 2050 2008 A055 2040" /* d W) _ P.U @ */
- $"2F08 2248 D1E8 0008 4EBA FEF8 205F 224D" /* /."H-..N?o _"M */
- $"D3E8 0004 3028 0002 2208 600C 337C 4EF9" /* "..0(..".`.3|N~ */
- $"0000 D3A9 0002 5089 51C8 FFF2 4A2D FF17" /* .."..PQJ-. */
- $"6704 7001 A198 202D FF1C 670A 2040 3F2A" /* g.p.-.g. @?* */
- $"0006 4E90 548F 4CDF 0707 4A38 012D 6702" /* ..NTL..J8.-g. */
- $"A9FF 4E75 3F3C 0000 4EBA FF06 544F 2F0A" /* Nu?<..N?.TO/. */
- $"246F 0008 0C6A 4EF9 0000 6670 0C6A 0002" /* $o...jN~..fp.j.. */
- $"0006 6D68 598F 2F3C 434F 4445 3F2A 0006" /* ..mhY/<CODE?*.. */
- $"A9A0 2017 6604 588F 6052 2040 2050 2248" /* .f.X`R@ P"H */
- $"D1E8 0008 4EBA FE98 2057 2050 224D D3E8" /* -..N?o WP"M" */
- $"0004 3028 0002 2208 600C 337C A9F0 0000" /* ..0(..".`.3|... */
- $"93A9 0002 5089 51C8 FFF2 2057 A02A 205F" /* ..PQW* _ */
- $"A049 4A2D FF17 6704 7001 A198 202D FF20" /* IJ-.g.p. - */
- $"670A 2040 3F2A 0006 4E90 548F 245F 2E9F" /* g.@?*..NT$_. */
- $"4E75 4E75 2F0A 6014 2B52 FF28 3F3C FFFF" /* NuNu/.`.+R(?< */
- $"2F2A 0008 206A 0004 4E90 5C4F 246D FF28" /* /*.. j..N\O$m( */
- $"200A 66E4 245F 4E75 4E75 4E56 0000 486D" /* .f"$_NuNuNV..Hm */
- $"FFFA A86E A8FE A912 A930 A9CC 42A7 A97B" /* Tno.0Bߩ{ */
- $"A850 4E5E 4E75 8B49 6E69 7454 6F6F 6C62" /* PN^NuInitToolb */
- $"6F78 0000 4E56 0000 4EBA FFD0 554F 3F3C" /* ox..NV..N?-UO?< */
- $"7530 42A7 A986 301F 4E5E 4E75 846D 6169" /* u0Bߩ0.N^Numai */
- $"6E00 0000" /* n... */
-};
-
-data 'CODE' (0, purgeable, protected) {
- $"0000 0030 0000 0100 0000 0008 0000 0020" /* ...0........... */
- $"0000 3F3C 0001 A9F0" /* ..?<... */
-};
-
-data 'DATA' (0, purgeable, protected) {
- $"0000 0020 FFFF FFFF 4000 0000 0028 0000" /* ... @....(.. */
- $"0000 2800 0000 0000 0000 0000 0000 0000" /* ..(............. */
- $"0000 0000 0000 0003 406E 838A 0000 0000" /* ........@n.... */
-};
-
diff --git a/crawl-ref/mac/Crawl.r b/crawl-ref/mac/Crawl.r
deleted file mode 100644
index 86fa65c8d6..0000000000
--- a/crawl-ref/mac/Crawl.r
+++ /dev/null
@@ -1,303 +0,0 @@
-/*
- * File: Crawl.r
- * Summary: Mac resources
- * Written by: Jesse Jones
- *
- * Change History (most recent first):
- *
- * <2> 5/25/02 JDJ Added some Carbon resources
- * <1> 3/26/99 JDJ Created
- */
-
-#include <BalloonTypes.r>
-#include <Types.r>
-
-
-// ============================================================================
-// Carbon Resources
-// ============================================================================
-data 'carb' (0) {
-};
-
-// $$$ is this only for bundled apps?
-resource 'plst' (0) {
- "<?xml version=\"1.0\" encoding=\"UTF-8\"?>\n"
- "<!DOCTYPE plist SYSTEM\n\"file://localhost/System/Library/DTDs/PropertyList.dtd\">\n"
- "<plist version=\"4.0\">\n"
- "<dict>\n"
- "<key>CFBundleInfoDictionaryVersion</key>\n"
- "<string>4.0</string>\n"
- "<key>CFBundleIdentifier</key>\n"
- "<string>Crawl4</string>\n"
- "<key>CFBundleVersion</key>\n"
- "<string>4.0</string>\n"
- "<key>CFBundleDevelopmentRegion</key>\n"
- "<string>English</string>\n"
- "<key>CFBundleName</key>\n"
- "<string>Crawl</string>\n"
- "<key>CFBundlePackageType</key>\n"
- "<string>APPL</string>\n"
- "<key>CFBundleSignature</key>\n"
- "<string>????</string>\n"
- "</dict>\n"
- "</plist>"
-};
-
-
-// ============================================================================
-// Finder Icon Help Message
-// ============================================================================
-resource 'hfdr' (-5696, "Finder Help") {
- HelpMgrVersion,
- hmDefaultOptions,
- 0, 0,
-
- {
- HMStringItem {
- "Crawl is a fun game in the grand tradition of games like Rogue, Hack and Moria."
- },
- }
-};
-
-
-// ============================================================================
-// Get Info String
-// ============================================================================
-type 'Crwl' {pstring;};
-
-data 'Crwl' (0, "Owner resource") {
- "Crawl 3.3 1997 -1999 by Linley Henzell (Mac Port by Jesse Jones)"
-};
-
-
-// ============================================================================
-// Derezed Resources
-// ============================================================================
-
-resource 'BNDL' (128) {
- 'Crwl',
- 0,
- {
- /* [1] */
- 'FREF',
- { /* array IDArray: 2 elements */
- /* [1] */
- 0, 128,
- /* [2] */
- 1, 129
- },
- /* [2] */
- 'ICN#',
- {
- /* [1] */
- 0, 0,
- /* [2] */
- 1, 0
- }
- }
-};
-
-resource 'FREF' (128) {
- 'CrlF',
- 0,
- ""
-};
-
-resource 'FREF' (129) {
- 'APPL',
- 1,
- ""
-};
-
-resource 'DITL' (129) {
- {
- /* [1] */
- {45, 353, 65, 411},
- Button {
- enabled,
- "OK"
- },
- /* [2] */
- {19, 68, 90, 339},
- StaticText {
- disabled,
- "^0"
- },
- /* [3] */
- {38, 21, 70, 53},
- Icon {
- disabled,
- 128
- }
- }
-};
-
-resource 'DITL' (130) {
- {
- /* [1] */
- {81, 136, 101, 194},
- Button {
- enabled,
- "No"
- },
- /* [2] */
- {81, 37, 101, 95},
- Button {
- enabled,
- "Yes"
- },
- /* [3] */
- {24, 43, 56, 188},
- StaticText {
- disabled,
- "Do you really want to quit without savin"
- "g?"
- }
- }
-};
-
-resource 'DITL' (256, "About", purgeable) {
- {
- /* [1] */
- {70, 220, 90, 280},
- Button {
- enabled,
- "OK"
- },
- /* [2] */
- {10, 70, 64, 279},
- StaticText {
- disabled,
- "Crawl 3.3 \n 1997-1999 by Linley Henzell"
- "\nMac Port by Jesse Jones"
- },
- /* [3] */
- {10, 20, 42, 52},
- Icon {
- disabled,
- 1
- }
- }
-};
-
-resource 'DITL' (131, purgeable) {
- {
- /* [1] */
- {71, 288, 91, 348},
- Button {
- enabled,
- "Save"
- },
- /* [2] */
- {71, 215, 91, 275},
- Button {
- enabled,
- "Cancel"
- },
- /* [3] */
- {71, 75, 91, 159},
- Button {
- enabled,
- "Don't Save"
- },
- /* [4] */
- {10, 75, 58, 348},
- StaticText {
- disabled,
- "Do you want to save your game before qui"
- "tting?"
- }
- }
-};
-
-data 'ALRT' (129) {
-$"0028 0028 0096 01D7 0081 5555" /*.(.(...UU */
-};
-
-data 'ALRT' (130) {
- $"0090 009A 011B 0180 0082 5555" /* ......UU */
-};
-
-resource 'ALRT' (256, "About", purgeable) {
- {88, 85, 184, 378},
- 256,
- {
- /* [1] */
- OK, visible, silent,
- /* [2] */
- OK, visible, silent,
- /* [3] */
- OK, visible, silent,
- /* [4] */
- OK, visible, silent
- },
- alertPositionMainScreen
-};
-
-resource 'ALRT' (131, "Save Changes", purgeable) {
- {104, 130, 205, 488},
- 131,
- {
- /* [1] */
- OK, visible, silent,
- /* [2] */
- OK, visible, silent,
- /* [3] */
- OK, visible, silent,
- /* [4] */
- OK, visible, silent
- },
- alertPositionParentWindowScreen
-};
-
-resource 'clut' (256) {
- {
- // [0] // DOS colors crayon colors
- 0xFFFF, 0xFFFF, 0xFFFF, // white
-
- // [1]
- 0x0000, 0x3333, 0xCCCC, // blue
-
- // [2]
- 0x0000, 0x6666, 0x3333, // green pine
-
- // [3]
- 0x6666, 0xCCCC, 0xCCCC, // cyan fog
-
- // [4]
- 0xFFFF, 0x0000, 0x3333, // red
-
- // [5]
- 0xCCCC, 0x6666, 0xCCCC, // magenta orchid
-
- // [6]
- 0x9999, 0x6666, 0x3333, // brown dirt
-
- // [7]
- 0x9999, 0x9999, 0x9999, // light grey granite
-
- // [8]
- 0x3333, 0x3333, 0x3333, // drag grey gabbro
-
- // [9]
- 0x6666, 0x9999, 0xFFFF, // light blue sky blue
-
- // [10]
- 0x3333, 0x9999, 0x3333, // light green clover
-
- // [11]
- 0x6666, 0xCCCC, 0x9999, // light cyan ocean green
-
- // [12]
- 0xFFFF, 0x6666, 0x0000, // light red fire
-
- // [13]
- 0xFFFF, 0x9999, 0x0000, // light magenta orange
-
- // [14]
- 0xFFFF, 0xFFFF, 0x0000, // yellow lemon
-
- // [15]
- 0x0000, 0x0000, 0x0000 // black
- }
-};
diff --git a/crawl-ref/mac/Crawl4.mcp b/crawl-ref/mac/Crawl4.mcp
deleted file mode 100644
index d59edd3cd3..0000000000
--- a/crawl-ref/mac/Crawl4.mcp
+++ /dev/null
Binary files differ
diff --git a/crawl-ref/mac/Precomp (Common).h b/crawl-ref/mac/Precomp (Common).h
deleted file mode 100644
index f4f9450d05..0000000000
--- a/crawl-ref/mac/Precomp (Common).h
+++ /dev/null
@@ -1,75 +0,0 @@
-/*
- * File: Precomp (Common).h
- * Summary: The header included by the CodeWarrior precompiled header files.
- * Written by: Jesse Jones
- *
- * Change History (most recent first):
- *
- * <1> 5/25/02 JDJ Created
- */
-
-// In order for precompiled headers to work on MSVC this header must be included
-// before *anything* else.
-#if _MSC_VER >= 1100
- #pragma message("Compiling Precomp (Common).h (this message should only appear once per project)")
-#endif
-
-#ifndef PRECOMP_COMMON_H
-#define PRECOMP_COMMON_H
-
-
-// ===================================================================================
-// Debug Macros
-// ===================================================================================
-#ifdef _DEBUG
- #define DEBUG 1
- #define RELEASE 0
-
- #if __MWERKS__
- #define MSIPL_DEBUG_MODE
- #endif
-#else
- #define DEBUG 0
-
- #if __profile__
- #define RELEASE 0
- #else
- #define RELEASE 0
- #endif
-
- #if !defined(NDEBUG)
- #define NDEBUG // used by <assert.h>
- #endif
-#endif
-
-
-// ===================================================================================
-// Misc Macros
-// ===================================================================================
-#if MAC
- #define TARGET_API_MAC_CARBON 1
- #define __CF_USE_FRAMEWORK_INCLUDES__
-#endif
-
-#if MAC && !defined(macintosh) // macintosh isn't defined for MACH-O
- #define macintosh 1
-#endif
-
-#include <mslconfig>
-
-
-// ===================================================================================
-// C++ Includes
-// ===================================================================================
-#include <algorithm>
-#include <cstdio>
-#include <iostream>
-#include <limits>
-#include <list>
-#include <map>
-#include <set>
-#include <string>
-#include <vector>
-
-
-#endif // PRECOMP_COMMON_H \ No newline at end of file
diff --git a/crawl-ref/mac/Precomp (Mac-D).pch++ b/crawl-ref/mac/Precomp (Mac-D).pch++
deleted file mode 100644
index 32d0b7a246..0000000000
--- a/crawl-ref/mac/Precomp (Mac-D).pch++
+++ /dev/null
@@ -1,16 +0,0 @@
-/*
- * File: Precomp (Mac-D).pch++
- * Summary: Precompiled header for Mac debug builds.
- * Written by: Jesse Jones
- *
- * Change History (most recent first):
- *
- * <1> 5/25/02 JDJ Created
- */
-
-#pragma precompile_target "Precomp (Mac-D)"
-
-#define MAC 1
-#define _DEBUG // this is how we know a build is a debug build on Windows so we'll use the same mechanism on the Mac
-
-#include "Precomp (Common).h"
diff --git a/crawl-ref/mac/Precomp (Mac-R).pch++ b/crawl-ref/mac/Precomp (Mac-R).pch++
deleted file mode 100644
index e72da8198e..0000000000
--- a/crawl-ref/mac/Precomp (Mac-R).pch++
+++ /dev/null
@@ -1,19 +0,0 @@
-/*
- * File: Precomp (Mac-R).pch++
- * Summary: Precompiled header for Mac release builds.
- * Written by: Jesse Jones
- *
- * Change History (most recent first):
- *
- * <1> 5/25/02 JDJ Created
- */
-
-#if __profile__
- #pragma precompile_target "Precomp (Mac-P)"
-#else
- #pragma precompile_target "Precomp (Mac-R)"
-#endif
-
-#define MAC 1
-
-#include "Precomp (Common).h"
diff --git a/crawl-ref/mac/Precomp (Posix-D).pch++ b/crawl-ref/mac/Precomp (Posix-D).pch++
deleted file mode 100644
index 313f4a33bc..0000000000
--- a/crawl-ref/mac/Precomp (Posix-D).pch++
+++ /dev/null
@@ -1,17 +0,0 @@
-/*
- * File: Precomp (Posix-D).pch++
- * Summary: Precompiled header for Posix debug builds.
- * Written by: Jesse Jones
- *
- * Change History (most recent first):
- *
- * <1> 5/25/02 JDJ Created
- */
-
-#pragma precompile_target "Precomp (Posix-D)"
-
-#define UNIX 1
-#define BSD 1
-#define _DEBUG // this is how we know a build is a debug build on Windows so we'll use the same mechanism on the Mac
-
-#include "Precomp (Common).h"
diff --git a/crawl-ref/mac/Precomp (Posix-R).pch++ b/crawl-ref/mac/Precomp (Posix-R).pch++
deleted file mode 100644
index f6d249a5f4..0000000000
--- a/crawl-ref/mac/Precomp (Posix-R).pch++
+++ /dev/null
@@ -1,18 +0,0 @@
-/*
- * File: Precomp (Posix-R).pch++
- * Summary: Precompiled header for Posix release builds.
- * Written by: Jesse Jones
- *
- * Copyright 2002 Jesse Jones.
- *
- * Change History (most recent first):
- *
- * <1> 5/25/02 JDJ Created
- */
-
-#pragma precompile_target "Precomp (Posix-R)"
-
-#define UNIX 1
-#define BSD 1
-
-#include "Precomp (Common).h"
diff --git a/crawl-ref/readme.txt b/crawl-ref/readme.txt
index 3174052c27..0fd1b23ead 100644
--- a/crawl-ref/readme.txt
+++ b/crawl-ref/readme.txt
@@ -1,13 +1,15 @@
Crawl Quick-Start Guide
(Copyright 1999 Linley Henzell)
-So, you want to start playing Crawl straight away without bothering with the
-manual? Read this, the guide to starting Crawl with a minimum of preparation.
-When you get some more time, you can read crawl.txt in the Docs directory
-for more detailed information.
-
-I suggest printing it out and following its instructions while playing your
-first few games (you can also press '?' while playing for a list of commands).
+So, you want to start playing Crawl straight away without bothering with the
+manual? Read this, the guide to starting Crawl with a minimum of preparation.
+When you get some more time, you can read crawl_manual.txt in the Docs directory
+for more detailed information. Also take a look at README.stone_soup.txt - this
+is not the official distribution of Linley's Dungeon Crawl.
+
+I suggest printing out this file and following its instructions while playing
+your first few games (you can also press '?' while playing for a list of
+commands).
INTRODUCTION TO CRAWL