summaryrefslogtreecommitdiffstats
diff options
context:
space:
mode:
authorj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-07-10 21:42:05 +0000
committerj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-07-10 21:42:05 +0000
commit63ade43aec4adc4a3759878b5de6765d8f07cf4a (patch)
treeba63b1ceaa9fd8b6119d84ce6f76176d61b23a51
parent9be5f760e240035249df824060d978db37128404 (diff)
downloadcrawl-ref-63ade43aec4adc4a3759878b5de6765d8f07cf4a.tar.gz
crawl-ref-63ade43aec4adc4a3759878b5de6765d8f07cf4a.zip
Apply some more commits to bring 0.4 up to date.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/branches/stone_soup-0.4@6484 c06c8d41-db1a-0410-9941-cceddc491573
-rw-r--r--crawl-ref/README.txt80
-rw-r--r--crawl-ref/docs/aptitudes.txt8
-rw-r--r--crawl-ref/docs/changes.stone_soup8
-rw-r--r--crawl-ref/docs/crawl_manual.txt1526
-rw-r--r--crawl-ref/source/food.cc11
-rw-r--r--crawl-ref/source/newgame.cc371
-rw-r--r--crawl-ref/source/ouch.cc7
-rw-r--r--crawl-ref/source/quiver.cc6
-rw-r--r--crawl-ref/source/travel.cc11
-rw-r--r--crawl-ref/source/util/docs/README.tex32
-rw-r--r--crawl-ref/source/view.cc2
11 files changed, 1172 insertions, 890 deletions
diff --git a/crawl-ref/README.txt b/crawl-ref/README.txt
index 688e94597d..4838e0fd7a 100644
--- a/crawl-ref/README.txt
+++ b/crawl-ref/README.txt
@@ -1,14 +1,14 @@
Dungeon Crawl Stone Soup
========================
-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
+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.
Players of versions 0.3.4 and older beware: please read the file
034_changes.txt
-in the docs/ directory for a list of the interface changes, and how
+in the docs/ directory for a list of the interface changes, and how
you could possibly retrieve the 0.3.4 standards.
Contents:
@@ -22,21 +22,21 @@ Contents:
------------------
If you'd like to dive in immediately, your best bets are to
* start up a game and choose a tutorial (press 'T' when asked for race), or
-* read quickstart.txt (in the /docs directory), or
+* read quickstart.txt (in the docs/ directory), or
* for studious readers, browse the manual (see below for all doc files).
Internet play:
-You can play Crawl online, both competing with other players and watching
-them. Check the homepage at crawl.akrasiac.org for details, including
-information about additional servers. You just need a ssh or telnet console;
-on Windows, the \key{PuTTY} program works very well. Read docs/ssh_guide.txt
+You can play Crawl online, both competing with other players and watching
+them. Check the homepage at http://crawl.akrasiac.org/ for details, including
+information about additional servers. You just need a ssh or telnet console;
+on Windows, the PuTTY program works very well. Read docs/ssh_guide.txt
for a step by step guide on how to set this up.
Tiles:
Crawl features an alternative to the classical ASCII display; Tile-based
-Crawl is often a lot more accessible by new players. Tiles are available for
+Crawl is often a lot more accessible by new players. Tiles are available for
Linux, Windows and OS X.
-Unfortunately, it is not yet possible to combine tiles and internet play.
+Unfortunately, it is not yet possible to combine tiles and Internet play.
2. File system
@@ -69,14 +69,14 @@ The settings/ folder contains, among others, the following files:
-----------------------------
The official webpage is at
http://crawl-ref.sourceforge.net/
-and there you can find both trackers to add bug reports, feature requests, or
-upload patches, as well as sources and binaries. This is the best way to report
+and there you can find both trackers to add bug reports, feature requests, or
+upload patches, as well as sources and binaries. This is the best way to report
bugs or mention new ideas.
There is a Usenet newsgroup dealing with roguelikes, including Crawl:
rec.games.roguelike.misc
-It is polite to flag your post with -crawl- as other games are discussed over
-there as well. This is a good place to ask general questions, both from new
+It is polite to flag your post with -crawl- as other games are discussed over
+there as well. This is a good place to ask general questions, both from new
players as well as for spoilers, or to announce spectacular wins.
If you want to chime in with development, you can read the mailing list
@@ -86,18 +86,18 @@ which can get pretty busy on the occasion.
4. License and history information
----------------------------------
-What you have downloaded is a descendant of Linley's Dungeon Crawl. Development
-of the main branch stalled at version 4.0.0b26, with a final alpha of 4.1 being
-released by Brent Ross in 2005. Since 2006, the Dungeon Crawl Stone Soup team
-has been continuing the development. See the CREDITS in the main folder for a
-myriad of contributors, past and present; license.txt contains the legal blurb.
-
-Dungeon Crawl Stone Soup is an open source, freeware roguelike. It is supported
-on Linux, Windows, OS/X and, to a lesser extent, on DOS. The source should
+This is a descendant of Linley's Dungeon Crawl. Development of the main branch
+stalled at version 4.0.0b26, with a final alpha of 4.1 being released by Brent
+Ross in 2005. Since 2006, the Dungeon Crawl Stone Soup team has been continuing
+the development. See the CREDITS in the main folder for a myriad of
+contributors, past and present; license.txt contains the legal blurb.
+
+Dungeon Crawl Stone Soup is an open source, freeware roguelike. It is supported
+on Linux, Windows, OS X and, to a lesser extent, on DOS. The source should
compile and run on any reasonably modern Unix.
Stone Soup features both ASCII and graphical (Tiles) display.
-Crawl gladly and gratuitously uses the following open-source packages:
+Crawl gladly and gratuitously uses the following open source packages:
* The Lua script language, see docs/lualicense.txt.
* The PCRE library for regular expressions, see docs/pcre_license.txt.
* The Mersenne Twister for random number generation, docs/mt19937.txt.
@@ -107,48 +107,48 @@ Crawl gladly and gratuitously uses the following open-source packages:
5. How you can help
-------------------
-If you like the game and you want to help making it better, there are a number
+If you like the game and you want to help making it better, there are a number
of ways to do so:
* Playtesting.
At any time, there will be bugs -- playing and reporting these is a great help.
-There is a beta server around hosting the most recent version of the current
-code; the akrasiac page links to it. Besides finding bugs, ideas on how to
-improve interface or gameplay are welcome as well.
+There is a beta server around hosting the most recent version of the current
+code; http://crawl.akrasiac.org/ links to it. Besides finding bugs, ideas on
+how to improve interface or gameplay are welcome as well.
* Vault making.
-Crawl uses many hand-drawn (but often randomised) maps. Making them is fun and
-easy. It's best to start with simple entry vaults (glance through
-dat/entry.des for a first impression). Later, you may want to read
-docs/level_design.txt for the full power. If you're ambitious, new maps for
+Crawl uses many hand-drawn (but often randomised) maps. Making them is fun and
+easy. It's best to start with simple entry vaults (glance through
+dat/entry.des for a first impression). Later, you may want to read
+docs/level_design.txt for the full power. If you're ambitious, new maps for
branch ends are possible, as well.
-If you've made some maps, you can test them on your system (no compiling
+If you've made some maps, you can test them on your system (no compiling
needed) and then just mail them to the mailing list.
* Speech.
-Monster talking provides a lot of flavour. Just like vaults, speech depends
-upon a large set of entries. Since most of the speech has been outsourced, you
+Monster talking provides a lot of flavour. Just like vaults, speech depends
+upon a large set of entries. Since most of the speech has been outsourced, you
can add new prose. The syntax is effective, but slightly strange, so you may
want to read docs/monster_speech.txt.
-Again, changing or adding speech is possible on your local game. If you
+Again, changing or adding speech is possible on your local game. If you
have added something, send the files to the list.
* Monster descriptions.
You can look up the current monster descriptions in-game with '?/' or just read
them in dat/descript/monsters.txt. The following conventions should be more or
-less obeyed: descriptions ought to contain flavour text, ideally pointing out
+less obeyed: Descriptions ought to contain flavour text, ideally pointing out
major weaknesses/strengths. No numbers, please. Citations are okay, but try to
stay away from the most generic ones.
If you like, you can similarly modify the descriptions for features, items or
branches.
* Tiles.
-Since version 0.4, tiles are integrated within Crawl. Having variants of
-often-used glyphs is always good. If you want to give this a shot, please
+Since version 0.4, tiles are integrated within Crawl. Having variants of
+often-used glyphs is always good. If you want to give this a shot, please
contact us via the mailing list.
* Patches.
-If you like to, you can download the source code and apply patches. Both
+If you like to, you can download the source code and apply patches. Both
patches for bug fixes as well as implementation of new features are very much
welcome.
Please be sure to read docs/coding_conventions.txt first.
diff --git a/crawl-ref/docs/aptitudes.txt b/crawl-ref/docs/aptitudes.txt
index 937a8a9ada..9c811e1b5b 100644
--- a/crawl-ref/docs/aptitudes.txt
+++ b/crawl-ref/docs/aptitudes.txt
@@ -2,15 +2,15 @@ TABLES OF APTITUDES
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
+nor implicit. The qualitative information behind this sheet (i.e. which species
is good at which tasks) can be obtained in two other, less sophisticated ways:
- read the species section in the manual about strengths and weaknesses
-- look which combinations of race and class are possible.
+- look which combinations of race and class are recommended (lightgrey).
If you consider figuring out such things yourself to be fun, stop reading now.
Otherwise, just go ahead. The lower a value, the better the aptitude. 100 is
-the Human standard. Please note that many things affect how quick a character
-will actually learn a skill. Thus the numbers below are good enough for
+the Human standard. Please note that many things affect 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:
diff --git a/crawl-ref/docs/changes.stone_soup b/crawl-ref/docs/changes.stone_soup
index 74078c946e..dce05d6871 100644
--- a/crawl-ref/docs/changes.stone_soup
+++ b/crawl-ref/docs/changes.stone_soup
@@ -19,7 +19,7 @@ Breaks saves and bones compatibility.
Interface
---------
* Overhauled key settings of a number of commands.
- (See /settings/034_commands.txt or press ?v while playing.)
+ (See settings/034_commands.txt or press ?v while playing.)
* Added monster list for monsters in line of sight (ASCII only).
* Improved religion, skills, ability interface. (Commands are ^!, m?, and a!.)
* Overhauled (f)iring interface: abolish (t)hrowing, output quiver in status.
@@ -101,7 +101,7 @@ Items
Monsters
--------
* New glyphs and colours for many monsters.
- (See /settings/034_monster_glyphs.txt.)
+ (See settings/034_monster_glyphs.txt.)
* Beefed up demon lords.
* Draconian ghosts of xl >= 7 get the shadow dragon breath attack.
* Ghosts get Dispel Undead, Freezing Cloud, etc.
@@ -135,7 +135,7 @@ Monsters
* Introduced fish zombies.
* Fixed several spell/invocation attacks not waking monsters.
* Improved monster shields.
-* More refined monster speech. (See /docs/monster_speech.txt.)
+* More refined monster speech. (See docs/monster_speech.txt.)
Levels
------
@@ -175,7 +175,7 @@ Miscellaneous
* Better feedback on Detect Traps.
* Identify post-mortem inventory in morgue.txt.
* Dump command also dumps level map.
-* init.txt/crawlrc allow loading of external options/macro files.
+* init.txt/.crawlrc allow loading of external options/macro files.
* Changed stat display to be more compact and visually appealing.
* Overhaul of ghost structure.
* Overhauled and improved the documentation.
diff --git a/crawl-ref/docs/crawl_manual.txt b/crawl-ref/docs/crawl_manual.txt
index 1c329b2e6a..49b85a87f3 100644
--- a/crawl-ref/docs/crawl_manual.txt
+++ b/crawl-ref/docs/crawl_manual.txt
@@ -31,7 +31,7 @@ Appendices
A. OVERVIEW
------------------------------------------------------------------------
-Crawl is a fun game in the grand tradition of games like Rogue, Hack
+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.
@@ -39,11 +39,11 @@ and hideous creatures.
If you have never played Crawl (or a similar game) before, you may want
to try out a tutorial. These are accessed by entering 'T' in the class
or species selection screens. You can choose among three quite popular
-and rather straightforward combinations: a strong melee fighter with
+and rather straightforward combinations: a strong melee fighter with
the additional help of a mighty war god, a Centaur hunter using bow and
arrows, and an Elven magician. The prime aim of the tutorials is to
-explain Crawl's interface. They do not focus on 'optimal' gameplay
-(also, many experienced players share different views on the latter).
+explain Crawl's interface. They do not focus on 'optimal' gameplay
+(also, many experienced players share different views on the latter).
The tutorial has a special help screen (viewed by pressing '??') and
ends when you reach the seventh experience level.
@@ -56,8 +56,8 @@ look at the quick-start guide (quickstart.txt) and learn as you play.
You can also read these documents while playing Crawl, by hitting '?' at
the help menu.
-While Dungeon Crawl is a strict single player game, you can play on a
-server together with many others. These are the relevant webpage and
+While Dungeon Crawl is a strict single player game, you can play on a
+server together with many others. These are the relevant webpage and
telnet addresses:
http://crawl.akrasiac.org
@@ -69,7 +69,7 @@ This has several interesting consequences: you can
* meet ghosts of other players
* compete using a common score list
-The server carries no guarantees, though it is pretty much always
+The server carries no guarantees, though it is pretty much always
running and no one has lost their save file yet. :) More information
is available at the URL above.
@@ -79,24 +79,23 @@ B. STARTING SCREEN
------------------------------------------------------------------------
After starting Crawl, you'll be asked to type in a name. Press Enter if
-you wish to choose a name after deciding on the species and class of
-your new character. The full list of saved games is also displayed,
+you wish to choose a name after deciding on the species and class of
+your new character. The full list of saved games is also displayed,
which you can navigate with the cursor Up and Down keys, and entering a
-name that is already attached to a save game will continue that game.
-Otherwise, enter a new name, and you will proceed to choose a race and
+name that is already attached to a save game will continue that game.
+Otherwise, enter a new name, and you will proceed to choose a race and
class for a new character.
You can make these two choices in either order, and you can randomize
your choice of class, race, or both if you would rather have the game
decide for you.
-The choice of species affects several important characteristics, in
-particular the speed at which you learn different skills. This is very
-important, and helps to clearly differentiate the many available races.
+The choice of species affects several important characteristics, in
+particular the speed at which you learn different skills. This is very
+important, and helps to clearly differentiate the many available races.
The following factors are species-dependent:
Major:
-* Your choice of classes
* Your rate of level advancement
* Your rate of skill advancement
* Your initial primary attributes (this also depends on class)
@@ -106,33 +105,36 @@ Minor:
* The amount of hit points you get each level
* The amount of magic points you get each level
* Your initial equipment (this also depends on class)
-* Various special abilities and powers
+* Various special abilities, powers and limitations
-Note that Humans are the average to which all other races are compared.
+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, class determines what the character has learned prior
-to entering the dungeon (i.e. the starting skills), and also helps
+to entering the dungeon (i.e. the starting skills), and also helps
determine 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. They
-may have other advantages beyond skill development, though in some cases
-they may not.
-
-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.
+these races may seem to have very few starting 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 skills at all). This isn't a bug or an
+oversight, these species are just particularly weaker than humans at
+these classes. They may have other advantages beyond skill development,
+though in some cases they may not.
+
+You will notice that a different set of classes will be recommended
+(lightgrey) for all species. Although you are free to pick any class
+with almost any species (the only restrictions are for classes that
+start with a religion that may not be open to all species), looking at
+the recommended combinations should give you a rough impression about
+the weaknesses and strengths of the different races.
For some combinations of race and class, you must make further choices
-before starting the game: for example, you must pick a starting god for
+before starting the game: For example, you must pick a starting god for
Chaos Knights, and a starting weapon for Gladiators.
-You can choose a tutorial from the species and class selection screens
+You can choose a tutorial from the species and class selection screens
by pressing 'T'. Three different tutorial combinations are available.
When you start a new character and want to get a rough impression, you
@@ -147,110 +149,116 @@ may examine it with the following commands:
C. ATTRIBUTES AND STATS
------------------------------------------------------------------------
-The stat area to the right of the playing map shows a lot of numbers.
-These describe different aspects of the hero. The most basic ones are
+The stat area to the right of the playing map shows a lot of
+information. It starts with the character's name and title (determind by
+the character's highest skill), followed by a lot of numbers.
+These describe different aspects of the hero.
-Hit points: A measure of life force. You die if your hit points drop
+Level: Starting characters have experience level 1; the highest
+ possible level is 27. Gaining a level nets additional hit
+ and magic points, and will sometimes grant spell slots or
+ primary attributes (see below).
+
+Health: A measure of life force. You die if your hit points drop
to zero or less (although you can die in other ways, too).
- The main screen shows hit points in the format HP: 8/10,
- showing that your character's maximum hit points are 10,
- and the character currently has 8. Usually, you regain
- hit points slowly over time. Pressing '5' or Shift-Num-5
+ The main screen shows hit points in the format Health:
+ 8/10, showing that your character's maximum hit points are
+ 10, and the character currently has 8. Usually, you regain
+ hit points slowly over time. Pressing '5' or Shift-Num-5
lets you wait for a longer period.
- 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.
+ 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.
-Magic points: A measure of magic or other intrinsic power. This is used
+Magic: A measure of magic or other intrinsic power. This is used
primarily for spellcasting, but is sometimes also used for
- berserking and invoking of many other special abilities.
- They are displayed in the same way as hit points; nothing
+ the evoking and invoking of many other special abilities.
+ They are displayed in the same way as hit points; nothing
bad happens if these drop to zero. (Except, of course,
- that you can't cast any spells.) Resting restores these,
+ that you can't cast any spells.) Resting restores these,
too.
- It is uncommon to have more than 50 magic points (without
+ It is uncommon to have more than 50 magic points (without
using external devices).
-Level: Starting characters have experience level 1; the highest
- possible level is 27. The current level is displayed in
- the stat area after "Experience". Gaining a level nets
- additional hit and magic points, and will sometimes grant
- spell slots or primary attributes (see immediately below).
+Next come your defenses. For all of them, more is better.
-Pool: This is different to all the other figures you can see in
- the stat area. The Pool is a highly fluctuating number
- ranging between 0 and 20000. It is increased whenever you
- gain some experience (usually by killing monsters). It is
- decreased by all sorts of action and does train these
- actions that way. Having an eye on the Pool is important
- if you want to train specific skills. See Section E for
- more details.
+Armour Class: Abbreviated to "AC". When something injures you, your AC
+ reduces the amount of damage you suffer.
+
+Shield: Abbreviated to "SH". This number is a measure of how good
+ your shield (if any) is at blocking attacks.
-Primary attributes describe the character's abilities to fight, dodge,
+Evasion: Abbreviated to "EV". This helps you avoid being hit by
+ unpleasant things (but will not reduce the amount of
+ damage you suffer if you do get hit).
+
+Primary attributes describe the character's abilities to fight, dodge,
learn spells, etc. They grow permanently from gaining levels, and may
increase temporarily from using appropriate artefacts or abilities. They
-may decrease for various reasons, as well. Crawl has only three:
+may decrease for various reasons, as well.
-Strength: Affects the amount of damage you do in combat, as well as
- how much stuff you can carry.
+If any one of these drops to zero for some reason, you die. Note that
+upon gaining Levels 3, 6, 9, etc., you get to choose one of the
+attributes to raise. Random increases can also occur; which levels give
+an increase is determined by race, as is the attribute to be increased.
+Crawl has only three:
-Intelligence: Affects how well you can cast spells as well as how much
- nutrition spellcasting takes. Your ability to use some
- magical items is also influenced by your intelligence.
+Strength: Abbreviated to "Str". Affects the amount of damage you do
+ in combat, as well as how much stuff you can carry.
-Dexterity: Affects your accuracy in combat, your ability to dodge
- attacks aimed at you, your general effectiveness with
- missile weapons, and your ability to use thiefly skills
- such as backstabbing and disarming traps. Your dexterity
- does directly affect your evasion score (Ev).
+Intelligence: Abbreviated to "Int". Affects how well you can cast spells
+ as well as how much nutrition spellcasting takes. Your
+ ability to use some magical items is also influenced by
+ your intelligence.
-If any one of these drops to zero for some reason, you die. Note that
-upon gaining Levels 3, 6, 9, etc., you get to choose one of the
-attributes to raise. Random increases can also occur; which levels give
-an increase is determined by race, as is the attribute(s) to be
-increased.
+Dexterity: Abbreviated to "Dex". Affects your accuracy in combat,
+ your ability to dodge attacks aimed at you, your general
+ effectiveness with missile weapons, and your ability to
+ use thiefly skills such as backstabbing and disarming
+ traps.
-The next numbers provide additional information about your character.
+Exp Pool: This is different to all the other figures you can see in
+ the stat area. The Pool is a highly fluctuating number
+ ranging between 0 and 20000. It is increased whenever you
+ gain some experience (usually by killing monsters). It is
+ decreased by all sorts of action and does train these
+ actions that way. Having an eye on the Pool is important
+ if you want to train specific skills. See section E for
+ more details.
-Armour Class: Abbreviated to "AC". When something injures you, your AC
- reduces the amount of damage you suffer.
+Level: Not to be confused with the experience level above, this
+ shows which level of the dungeon you are on.
-Shield: Abbreviated to "SH". This number is a measure of how good
- your shield (if any) is at blocking attacks.
+There are some additional stats that aren't as important on a turn to
+turn basis and thus aren't listed in the main stats area. They can
+easily be checked with the '@' or '%' commands, though.
-Evasion: Abbreviated to "EV". This helps you to avoid being hit by
- unpleasant things (but will not reduce the amount of
- damage you suffer if you do get hit).
- For Armour Class, Shield and Evasion, more is better.
-
-Magic Affects your ability to resist the effects of enchantments
-Resistance: 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,
+Magic Affects your ability to resist the effects of enchantments
+Resistance: 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,
but you can get a rough idea by pressing '@'.
-Stealth: Another internal variable like Magic Resistance. First,
- there is a Stealth skill which every character can learn
- (but again, the different races' aptitudes for this vary
- greatly). Next, some armours affect Stealth in a positive
- way (all Elven pieces are notable in this regard), while
- heavy armours will hamper it. Stealth's effects include
- allowing your character to move through the dungeon
- undetected.
+Stealth: Another internal variable like Magic Resistance. First,
+ there is a Stealth skill which every character can learn
+ (but again, the different races' aptitudes for this vary
+ greatly). Next, some armours affect stealth in a positive
+ way (all Elven pieces are notable in this regard), while
+ heavy armours will hamper it. High stealth allows your
+ character to move through the dungeon undetected.
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,
+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 5.
Monsters within your field of vision are listed on a special panel, the
monster list. Single monsters also get indicators of their health status
in the form of a coloured box, and also on effects they enjoy or suffer
-from. Within target mode you can directly target single monsters by use
+from. Within target mode you can directly target single monsters by use
of the monster list. Use Ctrl-L to toggle this on or off.
Sometimes characters will be able to use special abilities, e.g. the
@@ -264,28 +272,28 @@ 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 (hjklyubn). If this is too
-slow, you can make your character walk repeatedly by pressing Shift and
-a direction; alternatively, press / followed by a direction. You will
+You can make your character walk around with the numeric keypad (try
+both Numlock on and off) or the "Rogue" keys (hjklyubn). If this is too
+slow, you can make your character walk repeatedly by pressing Shift and
+a direction; alternatively, press / followed by a direction. You 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
+monster is visible on the screen, a message is sent to the message
+window for any reason, you press 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.
Another convenient method for moving long distances is described in
-the section on Automated Travel and Exploration.
+the section on Automated Travel and Exploration below.
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 near you.
+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 near you.
Resting stops if a monster appears.
@@ -298,7 +306,7 @@ but cannot currently see. The 'x' command lets you move the cursor
around to get a description of the various dungeon features, and
typing 'v' when the cursor is over a monster or feature 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.
+level (which shows where you've already been) by typing 'X'.
You can see the full set of commands available while looking around by
pressing '?'.
@@ -312,15 +320,15 @@ if you are carrying the magical Orb of Zot, you win the game by doing
this. Otherwise, the game ends, and you lose.
Besides the dungeon you start in, Crawl's dungeon has many branches. All
-of them are themed and host opponents of some special sort. It is not
-mandatory to visit any particular branch, but you must explore some of
-them: progress to the Realms of Zot (where the Orb is located) is only
-possible for adventurers who have at least three magical runes of Zot.
+of them are themed and host opponents of some special sort. It is not
+mandatory to visit any particular branch, but you must explore some of
+them: Progress to the Realms of Zot (where the Orb is located) is only
+possible for adventurers who have at least three magical runes of Zot.
The bottoms of several branches contain such runes.
Occasionally you will find an archway (displayed as '`' or as an actual
arch); these lead to special places like shops, magical labyrinths, and
-Hell. Depending on which type of archway it is, you can enter it by
+Hell. Depending on which type of archway it is, you can enter it by
typing '<' or '>'.
Doors and Traps
@@ -331,16 +339,16 @@ command. They can be closed with the 'C' command. Pressing Ctrl plus
a direction, or '*', followed by a direction, will open/close doors,
too.
-If there is no door in the indicated space, both Ctrl-direction and *
+If there is no door in the indicated space, both Ctrl-direction and *
direction 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.
+(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.
+can be disarmed with the Ctrl-direction commands.
Shops
-----
@@ -348,8 +356,8 @@ When you visit a shop, you are shown what the shopkeeper has in stock
and can choose what to buy. Unfortunately, the shopkeepers all have an
exclusive deal with the Guild of Dungeon Procurers which prevents them
using non-guild labour to obtain stock, so you can't sell anything in
-a shop (but what shopkeeper would buy stolen goods from a disreputable
-adventurer, anyway?)
+a shop. (But then, what shopkeeper would buy stolen goods from a
+disreputable adventurer, anyway?)
You can check your inventory and the items you've identified while
you're shopping, which may help to decide if you really need that
@@ -362,10 +370,10 @@ letter of the item.
If you've lost track of the shops in the dungeon, you can get a list
of all the shops you've found in the dungeon overview (use 'Ctrl-O').
-You can also use the stash search: hitting 'Ctrl-F' and searching for
+You can also use the stash search: Hitting 'Ctrl-F' and searching for
"shop" will list all stores. The stash-search menu allows you travel
quickly to a particular shop; if you just want to know what's in the
-shop, you can examine the shop's inventory from the search menu
+shop, you can also examine the shop's inventory from the search menu
without having to travel all the way to the shop.
Some shops are antique stores that sell items of unknown provenance,
@@ -374,22 +382,22 @@ with yellow glyphs.
Automated Travel and Exploration
--------------------------------
-Crawl has an extensive automated travel system: pressing 'G' lets you
-choose any dungeon level; the game will then take the shortest path to
+Crawl has an extensive automated travel system: pressing 'G' lets you
+choose any dungeon level; the game will then take the shortest path to
reach this destination. You can also use autotravel on the level map
-('X'): 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.
+('X'): Move the cursor to the place where you want to go and hit Enter.
+There are several shortcuts when choosing destinations: For example,
+try '<' and '>' to quickly reach the staircases.
When your autotravel gets interrupted, Crawl will remember the previous
-destination. Hitting 'G' again and following with Enterputs the cursor
-on that square. See Appendix 4 for all commands and shortcuts in
+destination. Hitting 'G' again and following with Enter puts the cursor
+on that square. See Appendix 4 for all commands and shortcuts in
level-map mode.
Another use of autotravel is exploration: 'o' makes your character move
-to the nearest unexplored area. This can be dangerous - do not use it
+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, but auto-explore will
+optimal: By manual exploration you can save turns, but auto-explore will
usually save real time.
If you like the use of automated exploration, take note of the option
@@ -402,14 +410,14 @@ Stashes and Searching
---------------------
Since you can only carry 52 items, you will occasionally want to safely
stash things away (by dropping them with the 'd' command). When you want
-to search for something in your stashes, you can do this with the Find
+to search for something in your stashes, you can do this with the Find
command (Ctrl-F). The parser even accepts regular expressions, although
-you will mostly just need strings like 'mutation', 'heal wounds', etc.
-You will be presented with a list of all places where objects matching
-the search are (or have been) located; you can then travel there or
+you will mostly just need strings like 'mutation', 'heal wounds', etc.
+You will be presented with a list of all places where objects matching
+the search are (or have been) located; you can then travel there or
examine the pile. The Find command will also search in shop inventories.
-Furthermore, you can search skills like 'long blades' (this will find
-all weapons training the long blades skill) or general terms like
+Furthermore, you can search skills like 'long blades' (this will find
+all weapons training the long blades skill) or general terms like
'shop', 'altar', 'portal', 'artefact', 'dart trap', etc.
The above assumes use of the default option 'stash_tracking = all'. If
@@ -420,82 +428,80 @@ given square is considered a stash. Ctrl-E will manually erase stashes.
The Goal
--------
Your 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
+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
+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
+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
------------
To access Crawl's help menu, press '?'. To get the list of all commands,
-press '?' again. A different, more verbose description of the commands
-also appears in Appendix 4 of this text. Various other help texts are
-available as well, including this manual. You can also read the logbook
-from there by pressing ':'. Note that several commands have their own
+press '?' again. A different, more verbose description of the commands
+also appears in Appendix 4 of this text. Various other help texts are
+available as well, including this manual. You can also read the logbook
+from there by pressing ':'. Note that several commands have their own
help screens, among them are targeting ('f'), level map ('X'), travel
('G') and searching ('Ctrl-F'); again, press '?' when asked for input.
If you don't like the standard keyset (either because some keys do not
work properly, or because you want to decrease the amount of typing
necessary), you can use keymaps and macros. See macros_guide.txt in the
-/docs directory, or read it from the in-game help menu.
+docs/ directory, or read it from the in-game help menu.
------------------------------------------------------------------------
E. EXPERIENCE AND SKILLS
------------------------------------------------------------------------
-When you kill monsters, you gain experience points (XP). You receive
-half normal 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. Whenever you are curious about the
+When you kill monsters, you gain experience points (XP). You receive
+half normal 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. Whenever you are curious about the
total amount of experience accumulated so far, or how much experience
is needed to advance to the next level, press 'E' or '%'.
-Additionally, the experience you gain goes into your Pool which is
-shown next to the Experience level. The Pool is capped at 20000 points.
-This pool pf points is used up whenever you practise 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 3
-for a detailed description of all skills present in Crawl. The ease
-with which a character learns a skill depends solely on race. These
-aptitudes are hinted at in the list of species (see Appendix 1). For the
-curious, the full table can be checked in aptitudes.txt (also from the
-help screen during play), though it is not necessary to bother with the
-numbers in order to win!
+Additionally, the experience you gain goes into your Experience Pool.
+The pool is capped at 20000 points. This pool of points is used up
+whenever you practise 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 3 for a detailed description of
+all skills present in Crawl. The ease with which a character learns a
+skill depends solely on race. These aptitudes are hinted at in the list
+of species (see Appendix 1). For the curious, the full table can be
+checked in aptitudes.txt (also from the help screen during play), though
+it is not necessary to bother with the numbers in order to win!
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. fighting with a certain type of
-weapon, casting a certain type of spell, or walking 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 up from 0% to 100% 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
+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. fighting with a certain type of
+weapon, casting a certain type of spell, or walking around wearing
+light armour to practise stealth). The amount of unassigned experience
+points is shown on the main screen as well as on the skills screen, and
+the number in blue next to each skill counts up from 0% to 100% 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. You won't
lose any experience by deselecting skills, but you will rather spend it
elsewhere. It can happen that the pool grows rather large in this way;
the maximum is 20000 experience points.
Occasionally you may find 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 the manual crumbles, which will occur after a random number of
+progress in this area. Whenever you read it, all free experience is
+transferred into exercising this particular skill. This can be done
+until the manual crumbles, which will occur after a random number of
uses.
@@ -503,29 +509,29 @@ uses.
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 from doing
-this, you will generally need to fight them. To attack a monster, stand
+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 from doing
+this, you will generally need to fight them. 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.
There are several other less dangerous methods you can use to kill
-monsters. Hunters and similarly oriented characters will prefer ranged
+monsters. Hunters and similarly oriented characters will prefer ranged
combat to mindless bashing. When wielding some launcher, the 'f' and 'F'
-commands will fire appropriate missiles. See the section on Targeting in
-the Items Chapter for more on this. Likewise, many magicians will prefer
-to use spells from a safe distance. They can use the 'z' command to cast
+commands will fire appropriate missiles. See the section on Targeting in
+the Items Chapter for more on this. Likewise, many magicians will prefer
+to use spells from a safe distance. They can use the 'z' command to cast
spells previously memorised. Again, see the Targeting section.
-Some monsters can be friendly; friendly monsters will follow you around
+Some monsters can be friendly; friendly monsters will follow you around
and fight on your behalf (you gain half the normal experience points for
-any kills they make). You can command your allies using the 't' key,
+any kills they make). You can command your allies using the 't' key,
which lets you shout to attract them or tell them who to attack, or else
-tell them to stay where they are or to follow you again.
-You can also shout to get the attention of all monsters in range if, for
-some reason, you want to do that.
+tell them to stay where they are or to follow you again. You can also
+shout to get the attention of all monsters in range if, for some reason,
+you want to do that.
Some special monsters are Uniques. You can identify a unique because he
or she will have a name and personality. Many of these come up with very
@@ -536,7 +542,7 @@ Other, even rarer, obstacles are statues. A variety of statues can
appear, 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 using wands of
-disintegration; you can also bash some of them into pieces by brute
+disintegration; you can also bash some of them into pieces by brute
force, however.
When playing Crawl, you will undoubtedly want to develop a feeling for
@@ -553,13 +559,13 @@ trouble, try to alter your tactics for 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
+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
+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)
@@ -574,109 +580,107 @@ displayed, and what commands there are to use them:
\ or | staves, rods (use 'w'ield for staves; 'v' for evoking rods)
+ or : spellbooks (use 'r'ead and 'M'emorise and 'z'ap)
} miscellaneous (use generally 'w'ield and 'v' for evoking)
-$ gold (picking up takes no turns)
+$ gold (picking it up takes no turns)
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 spell slots and abilities)
-'i' shows inventory - pressing the key of an item shows additional
+'i' shows inventory -- pressing the key of an item shows additional
information
'{' inscribe item (see Appendix 6)
'\' check list of already discovered items
Item usage
----------
-You pick up items 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?", if you type a number before the letter of the item, you will
-drop that quantity of the item (similarly when picking up). Note that
-picking up items from one square takes exactly one turn. However,
+You pick up items 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?", if you type a number before the letter of the item, you will
+drop that quantity of the item (similarly when picking up). Note that
+picking up items from one square takes exactly one turn. However,
dropping several items at once takes more turns.
-Typing 'i' displays your inventory (what you are carrying). When you
-are given a prompt like "Throw [or wield, wear, etc] which item?", you
-usually get a list of all available options (this behaviour can be
+Typing 'i' displays your inventory (what you are carrying). When you
+are given a prompt like "Throw [or Wield, Wear, etc] which item?", you
+usually get a list of all available options (this behaviour can be
changed with the auto_list option). You can press '*' in case you want
-to wield something unusual. When the inventory screen shows "-more-",
+to wield something unusual. When the inventory screen shows "-more-",
to show you that there is another page of items, you can type the letter
-of the item you want, even if it is not visible, instead of pressing
+of the item you want, even if it is not visible, instead of pressing
Space or Enter to see the next page.
-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
+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
+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 or ability letters, too.
Some items can be sticky-cursed, 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 cursedness for welded
-items.
+lucky, you might find magic which can rid you of these curses.
-Items like scrolls, potions, and some other types each have a
+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.
+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.
-In order to get a description of what an item does, bring up the
-inventory (with 'i') and press the letter of that item. Try this when
-comparing different types of armours and weapons, but don't expect too
+In order to get a description of what an item does, bring up the
+inventory (with 'i') and press the letter of that item. Try this when
+comparing different types of armours and weapons, but don't expect too
much information from examining unidentified items.
-Another useful command is the '{' key, which lets you inscribe items
+Another useful command is the '{' key, which lets you inscribe items
with a comment. This is often used to denote special properties of an
item, making for easier navigation of large quantities of artefacts.
For more details, and how to automatise this process, check Appendix 6.
) Weapons
---------
-These are rather important. You will find a variety of weapons in the
-dungeon, ranging from small and quick daggers to huge, cumbersome
-battle-axes and polearms. Each type of weapon does a different amount
-of damage, has a different chance of hitting its target, and takes a
-different amount of time to swing. There are several weapon skills
-(press 'm' to show a list of those that you are training) like Short
-Blades, Long Blades, Axes, etc. These skills affect damage, accuracy,
+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 polearms. Each type of weapon does a different amount
+of damage, has a different chance of hitting its target, and takes a
+different amount of time to swing. There are several weapon skills
+(press 'm' to show a list of those that you are training) like Short
+Blades, Long Blades, Axes, etc. These skills affect damage, accuracy,
and speed. (The same goes for Unarmed Combat.)
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)
+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
+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 is useful to wield.
-The ' (apostrophe) key is a shortcut which automatically wields item
-in slot a. If item a is being wielded, ' causes you to wield item b
-instead, if possible. Try assigning the letter a to your primary
+The ' (apostrophe) key is a shortcut which automatically wields the
+item in slot a. If item a is being wielded, ' 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.
You can press ')' to show your primary (wielded) and secondary
-(slot b) weapons, as well as the preferred missiles (to be shot when
+(slot b) weapons, as well as the preferred missiles (to be shot when
using 'f' to fire).
( Missiles
----------
-
If you would rather pick off monsters from a safe distance, you will
need missiles for your sling, bow, or other appropriate launcher.
Several kinds of missiles, such as javelins, are effective when simply
@@ -688,14 +692,14 @@ The 'f' command fires or throws a missile, typically chosen from lots
suitable for your weapon. The default lot (your "quiver") is displayed
on the main screen beneath your wielded weapon. The quivered item
will always be what Crawl thinks is most likely to be what you want.
-Thus it will either be an item you previously chose and fired (with
+Thus it will either be an item you previously chose and fired (with
'f') or directly quivered (with 'Q'), or the item in your inventory
-that ranks highest in fire_order - if there are several of similar
+that ranks highest in fire_order -- if there are several of similar
order the one with the lowest inventory slot is chosen.
See Appendix 6 (Inscriptions) for inscriptions which let you fine-tune
-the list of items to choose from. See also the "Missiles" section of
-crawl_options.txt.
+the list of items to choose from. See also the Missiles section of
+options_guide.txt.
The firing interface also allows you to manually select an item to
throw with 'i'; but it may not be very effective if you lack the
@@ -703,9 +707,9 @@ correct launcher. At times it is sensible to throw weapons like
spears, daggers, or hand axes.
Use the '(' or 'Q' command if you want to change your quiver without
-firing.
-If you'd like to throw something without inserting it into the quiver
-use 'F' instead. Note that non-weapon items will never be quivered.
+firing. If you'd like to throw something without inserting it into the
+quiver use 'F' instead. Note that non-weapon, non-missile items will
+never be quivered.
The interface for shooting or throwing things is also used for zapping
wands and casting certain spells, and is described in detail in
@@ -718,21 +722,22 @@ Class, which decreases the amount of damage you take when something
injures you. Body armour (robes, mails, etc.) come in two types: light
armours (e.g. robes and leather armours, also all Elven armours) and
heavy armours (scale mails, ring mails, etc.). Both help with damage
-reduction, but heavy armours do so more reliably. Unfortunately, the
-heavier types of armour also hamper your melee speed, making it easier
-for monsters to hit you (i.e. reducing the evasion score) and making
+reduction, but heavy armours do so more reliably. Unfortunately, the
+heavier types of armour also hamper your melee speed, making it easier
+for monsters to hit you (i.e. reducing the 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.
+high Armour skill. Wearing heavy armour also increases your chances of
+miscasting spells, an effect which is only slightly 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
+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. There are
+less effective in hand combat. Shields are more effective when you're
+fighting a small number of foes than when you're surrounded. There are
three types: bucklers, shields, and large shields. While it is possible
-to use bows (or other launchers) and rods while wearing a shield, you
+to use bows (or other launchers) and rods while wearing a shield, you
will be less effective at doing so.
Some magical armours have special powers. These powers are sometimes
@@ -743,7 +748,7 @@ You can wear armour with the 'W' command, and take it off with the 'T'
command. With '[' you can have a quick look at your current gear.
Most armours can be improved by reading the appropriate scroll. Be aware
-that the limit bonus for all normal pieces of gear is +2, except for
+that the bonus limit for all normal pieces of gear is +2, except for
body armour and bardings.
% Food and Carrion
@@ -783,19 +788,19 @@ blood from a fresh corpse (use either the 'q' or the 'e' command).
? Magical Scrolls
-----------------
Scrolls have many different magical spells inscribed on them, some good
-and some bad. One of the most useful scrolls is the scroll of Identify,
+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, such
-as rings. You can read scrolls (and by doing so invoke their magic) with
+as 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 and cures many
-ailments, but there are many other varieties of potions to be found.
-Potions can be quaffed (drunk) with the 'q' command. Try to avoid
+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 and cures many
+ailments, 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 the
fountains you encounter in the dungeon.
@@ -808,26 +813,26 @@ identify a wand to find out how many uses it has left. This can be
done with a scroll of identify; characters with a good Evocations
skill may also deduce the number of charges simply upon zapping the
wand. Wands are aimed in the same way as missile weapons, and you can
-invoke the power of a wand by 'Z'apping it. See section I for targeting.
-There are also a number of wands that may be useful to zap at yourself,
-but it is usually prudent to know what you're zapping at yourself before
+invoke the power of a wand by 'Z'apping it. See section I for targeting.
+There are also a number of wands that may be useful to zap at yourself,
+but it is usually prudent to know what you're zapping at yourself before
you do so.
=" 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
+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
-they are activated. Use the 'P' command to put on rings, and 'R' to
-remove them. You can wear up to two rings simultaneously, one on each
-hand; which hand you put a ring on is immaterial to its function. If
+they are activated. Use the 'P' command to put on rings, and 'R' to
+remove them. You can wear up to two rings simultaneously, one on each
+hand; which hand you put a ring on is immaterial to its function. If
you try to put on a ring while both ring fingers are full, you will be
-asked which one to remove. Some rings function automatically, while
+asked which one to remove. 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
+(which tend to be more subtle). Amulets are worn around the neck, and
you can wear only one at a time.
You can press '"' to quickly check what jewellery you're wearing.
@@ -843,20 +848,20 @@ quarterstaves.
Spell staves (called "rods" in the game) are a totally different kind of
item. They hold spells which you can cast without having to memorise
them first. You must wield a rod like a weapon in order to gain from its
-power. Rods can be invoked with the 'v' command when wielded. They have
-a pool of magical energy which regenerates rather quickly when you are
+power. Rods can be invoked with the 'v' command when wielded. They have
+a pool of magical energy which regenerates rather quickly when you are
wielding it (drawing from your own Magic), or at a much slower rate when
-it just sits in your backpack. Unlike other staves, rods are unsuited
+it just sits in your backpack. Unlike other staves, rods are unsuited
for physical combat.
+: Books
--------
-Most books contain magical spells which your character may be able to
+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. Use 'z' to cast previously memorised spells. For spells
+a description of each spell, or memorise spells from it with the 'M'
+command. Use 'z' to cast previously memorised spells. For spells
demanding a target, the comments on using missile weapons apply. You
-can also press 'I' to just have a look at all spells memorised. Note
+can also press 'I' to just have a look at all spells memorised. Note
that '=' allows you to change what spells are assigned to what keys.
Some books have other special effects, and powerful spellbooks have
@@ -867,19 +872,20 @@ cause your free experience to go straight into that skill.
{ Miscellaneous
---------------
-These are items which don't fall into any other category. You can use
+These are items which don't fall into any other category. You can use
many of them, as well as some special weapons, by wielding and then
evoking them with 'v'. Runes, a particular item in this category, have
-no function whatsoever except to open the endgame. You must collect at
+no function whatsoever except to open the endgame. You must collect at
least three in order to enter the Realm of Zot.
$ Gold
------
-Gold can be used to buy items should you run across shops. (Shops do
+Gold can be used to buy items should you run across shops. (Shops do
not buy, by the way.) There are also a few more esoteric uses for gold.
-Gold coins do not have any weight in Crawl, and picking up some coins
+Gold coins do not have any weight in Crawl, and picking up some coins
does not take a turn.
-Whenever you pick up gold, your total wealth is shown as well. Should
+
+Whenever you pick up gold, your total wealth is shown as well. Should
you want to have a glance at your finances at some other opportunity,
pressing '%' allows you to do so.
@@ -889,22 +895,22 @@ Some items have been crafted by members of a gifted race, and have
special properties.
Dwarven weapons and armours are very durable, and do not rust or
-corrode easily. All species get a bonus when wearing Dwarven armours
+corrode easily. All species get a bonus when wearing dwarven armours
at the expense that these mails make spellcasting slightly more
difficult. Dwarves get a larger bonus without the magical hampering.
-Orcish (cross)bows do a bit more damage with Orcish arrows/bolts. In
+Orcish (cross)bows do a bit more damage with orcish arrows/bolts. In
general, Orcs do better with gear from their own kin; this applies to
weapons, as well as to armours.
-Elven armour is unusually light, and does not affect the dodging or
+Elven armour is unusually light, and does not affect the dodging or
stealth of its wearer to the extent that other armours do. It also is
-less restrictive for spellcasting than other armours. Elven cloaks and
-boots are particularly useful to those who wish to be stealthy. Elven
-bows are particularly effective in conjunction with Elven arrows. An Elf
+less restrictive for spellcasting than other armours. Elven cloaks and
+boots are particularly useful to those who wish to be stealthy. Elven
+bows are particularly effective in conjunction with elven arrows. An Elf
does even a bit better whenever using armour or weapons of his own kind.
-Centaurs and Nagas have uniquely shaped bodies. With luck, however, a
+Centaurs and Nagas have uniquely shaped bodies. With luck, however, a
character of these species might find a Centaur or Naga barding.
Artefacts
@@ -913,12 +919,14 @@ Weapons, armour and jewellery items can be artefacts. These come in two
flavours: predefined artefacts ('fixedarts'), and randomly created ones
('randarts'). Artefacts will always carry unusual names, for example
"golden sword" or "shimmering scale mail". Also, artefacts cannot
-be modified in any way, including enchantments.
+be modified in any way, including enchantments.
+
Apart from that, otherwise mundane items can get one special property.
These are called 'ego items', and examples are: boots of running, a
weapon of flaming, a helmet of see invisible, and so on. Note that such
items can be modified, and thus are subject to corrosion and enchanting
-scrolls.
+scrolls.
+
All ego items are noted with special adjectives but not all items noted
in this way need have a special property (they often have some
enchantment, though):
@@ -934,32 +942,32 @@ 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
+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
+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, Enchantment, Summoning,
-Necromancy, Translocation, Transmigration, and Divination) as well as
-several elemental areas (Fire, Ice, Air, and Earth) and, finally,
-Poison. A particular spell can belong to (and thus train) up to three
-areas. Being good in the areas of a spell will improve the casting
+Spellcasting helps at several places when spells are involved. Next
+there are several general areas (Conjuration, Enchantment, Summoning,
+Necromancy, Translocation, Transmigration, and Divination) as well as
+several elemental areas (Fire, Ice, Air, and Earth) and, finally,
+Poison. A particular spell can belong to (and thus train) 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 check what spells they contain;
+dungeon. You can read books with 'r' to check what spells they contain;
doing so will allow you to read the individual spells' descriptions. In
order to try to memorise a certain spell, use the 'M' command.
Memorising can take a while and, for high-level spells, be hazardous.
-Each spell has a Level. A spell's level denotes the amount of skill
+Each spell has a level. A spell's level denotes the amount of skill
required to use it and indicates 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 or advance the Spellcasting skill,
-your maximum increases; you will need to save up for several levels to
+your maximum increases; you will need to save up for several levels to
memorise the more powerful spells. When casting a spell, you temporarily
-expend some of your magical energy and become hungrier (although more
+expend some of your magical energy and become hungrier (although more
intelligent spellcasters hunger less quickly from using magic).
You activate a memorised spell by pressing 'z' (for Zap). Use 'I' to
@@ -967,34 +975,34 @@ display a list of all memorised spells without actually casting one. 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. See the next section I. for details on
-how to target.
+dealing ones, require a target. See the next section for details on how
+to target.
-Most spells have caps on their effects: no matter how intelligent and
-proficient you are, there is a limit for the damage you can achieve
-with Magic Darts.
+Most spells have caps on their effects: no matter how intelligent and
+proficient you are, there is a limit to the damage you can achieve
+with a Magic Dart.
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
+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 use spells: via rods. These
-are magical staves holding a number of spells. Rods store a certain
-number of magic points, which are used for powering the spells they
+There is a completely different way to the use spells: via rods. These
+are magical staves holding a number of spells. Rods store a certain
+number of magic points, which are used for powering the spells they
contain; when not fully charged, they regenerate magic points from their
-holder's pool (this happens much more quickly if the rod is wielded).
-You can spend scrolls of recharging on rods in order to increase the
+owner's pool (this happens much more quickly if the rod is wielded).
+You can spend scrolls of recharging on rods in order to increase the
maximal size of their magical reservoir. The effectiveness of your rod's
spells are governed by your Evocations skill.
-Be careful of magic-using enemies! Some of them can use magic just as
+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.
@@ -1002,8 +1010,8 @@ well as you, if not better, and often use it intelligently.
I. TARGETING
------------------------------------------------------------------------
-When throwing something, or zapping certain wands, or casting spells,
-you are asked for a direction. There are several ways to tell Crawl
+When throwing something, or zapping certain wands, or casting spells,
+you are asked for a direction. There are several ways to tell Crawl
which monster to target. (The following list assumes the option setting
default_target = true which is default.)
@@ -1017,16 +1025,16 @@ screen. Else, you use the following commands:
nearer to further away. Similarly, '-' cycles backwards.
- Any direction key moves the cursor by one square. Occasionally, it
can be useful to target non-inhabited squares.
- - When you are content with your choice of target, press one of '!'
+ - When you are content with your choice of target, press one of '!'
Del, Enter, or Space to fire at the target. If you press '.'
- (period), you also fire, but the spell/missile will stop at the
- target's square if it misses. This can be useful to keep friendlies
- out of the fire, and is also the only way to attack submerged
- creatures. You can press Escape if you changed your mind - no turns
+ (period), you also fire, but the spell/missile will stop at the
+ target's square if it misses. This can be useful to keep friendlies
+ out of the fire, and is also the only way to attack submerged
+ creatures. You can press Escape if you changed your mind -- no turns
are deducted.
There are some shortcuts while targeting:
- - Typing Shift-direction on your keypad fires straight away in that
+ - Typing Shift-direction on your keypad fires straight away in that
direction.
- Pressing 'p' or 'f' fires at the previous target (if it is still
alive and in sight).
@@ -1035,9 +1043,9 @@ There are some shortcuts while targeting:
'ff' strokes. At times, it will be useful to switch targets with the
'+' or '-' commands, though.
-It is possible to target yourself: obviously beneficial effects like
+It is possible to target yourself: obviously beneficial effects like
hasting or healing will actually target the cursor on you, leaving to
-you only the pressing of '.', Enter, etc. - except if you want to heal
+you only the pressing of '.', Enter, etc. -- except if you want to heal
or haste someone else. If you target yourself while firing something
harmful (which can be sensible at times), you will be asked for
confirmation.
@@ -1056,22 +1064,22 @@ Finally, there are some more targeting related commands:
J. 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 most Gods resent being scorned!).
+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 most gods resent being scorned).
-The 'p' command lets you pray to your God. Most gods take note of your
-actions throughout, but by praying you ask for attention. This is how
-you dedicate corpse-sacrifices to your God, for example: press 'pc' to
+The 'p' command lets you pray to your god. Most gods take note of your
+actions throughout, but by praying you ask for attention. This is how
+you dedicate corpse-sacrifices to your god, for example: press 'pc' to
pray first, and then chop up a corpse. Note that not all gods like this.
-Praying also gives you a sense of what your God thinks of you, and can
+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 via the 'a' command; God-given abilities are listed as invocations.
+To use any powers which your god deems you fit for, access the abilities
+menu via 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
@@ -1082,9 +1090,9 @@ asked afterwards if you really want to attend this circle.
Note that the good gods will not accept demonic or undead devotees.
-If you like to start the game with a religion, choose your class from
-Healer, Priest, Paladin, Berserker, Chaos Knight, or Death Knight (the
-last only if you draw your power from your God, instead of from
+If you like to start the game with a religion, choose your class from
+Healer, Priest, Paladin, Berserker, Chaos Knight, or Death Knight (the
+last only if you draw your power from your god, instead of from
necromancy).
@@ -1092,29 +1100,30 @@ necromancy).
K. MUTATIONS
------------------------------------------------------------------------
-Although it would doubtless be a nice thing if you could remain
+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
+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
+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. Some changes to the primary
+which counts as a single mutation. Some changes to the primary
attributes Strength, Intelligence, and Dexterity (apart from those by
-levelling) are also handled as mutations - in particular, these are not
+levelling) are also handled as mutations -- in particular, these are not
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 also radiate dangerous levels of
-magical energy. More often than not, the mutations caused by magical
+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 also 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 also some spells that cause mutations.
+Furthermore, certain corpses are mutagenic, and there are traps with
+mutation effects. There are also some spells and potions that cause
+mutations.
It is much more difficult to get rid of bad mutations than to get one. A
lucky mutation attempt can actually remove mutations. However, the only
@@ -1127,7 +1136,7 @@ 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.
Many a race starts with some special intrinsic feats, like the greater
-speed of Centaurs or Spriggans, or the eating habits of Trolls, Ogres,
+speed of Centaurs or Spriggans, or the eating habits of Trolls, Ogres,
and others. These are often, but not always, like a preset mutation. In
case such an innate feature gets amplified by an ordinary mutation, it
is displayed in a light blue colour.
@@ -1137,13 +1146,13 @@ is displayed in a light blue colour.
L. LICENCE, CONTACT, HISTORY
------------------------------------------------------------------------
-Licence: Read Licence.txt for information about the Crawl licence
- (which is nearly identical to the Nethack public
- license).
+Licence: Read licence.txt for information about the Crawl licence
+ (which is nearly identical to the NetHack General Public
+ License).
-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
+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'd like to discuss Crawl, a good place to do so is the Usenet
@@ -1160,12 +1169,12 @@ Stone Soup's homepage is 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
-make sure that your bug/feature isn't already in the list. For more
-complicated requests, it might be a good idea to discuss them in the
+make sure that your bug/feature isn't already in the list. For more
+complicated requests, it might be a good idea to discuss them in the
newsgroup first.
The history of Crawl is somewhat convoluted: Crawl was created in 1995
-by Linley Henzell. Linley based Crawl loosely on Angband and Nethack,
+by Linley Henzell. Linley based Crawl loosely on Angband and NetHack,
but avoided several annoying aspects of these games, and added a lot
of original ideas of his own. Crawl was a hit, and Linley produced
Crawl versions up to 3.30 in March 1999. Further work was then carried
@@ -1194,12 +1203,12 @@ Wizard's Castle, a text adventure written in BASIC.
M. MACROS, OPTIONS, PERFORMANCE
------------------------------------------------------------------------
-Crawl supports redefining keys via key maps. This is useful when your
-keyboard layout makes some key awkward to use. You can also define
+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
+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 ('Ctrl-D'
@@ -1210,18 +1219,18 @@ For more information on both and for examples, see macros_guide.txt.
Crawl supports a large number of options that allow for great
flexibility in the interface. They are fully documented in the file
options_guide.txt. The options themselves are set in the file
-~/.crawlrc (for UNIX systems - copy over init.txt to ~/.crawlrc) or
+~/.crawlrc (for UNIX systems -- copy over init.txt to ~/.crawlrc) 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
+standard distribution has them in the lua/ directory. Have a look at the
single scripts for short descriptions.
Generally, Crawl should run swiftly on all machines (it compiles out of
-the box for Linux, Windows, OS/X, and to some lesser extent DOS and
+the box for Linux, Windows, OS X, and to some lesser extent DOS and
Unix). If, for some reason, you find Crawl runs unacceptably slowly on
your machine, there are a few measures which may improve the situation:
- - avoid greedy autoexplore
+ - avoid greedy autoexplore
- set the option stash_tracking = explicit
- set travel_delay = -1 to avoid screen redraws during travel (this
might be useful if playing on a remote server)
@@ -1259,10 +1268,10 @@ Balance
The notions of balance, or being imbalanced, are extremely vague. Here
is our definition: Crawl is designed to be a challenging game, and is
also renowned for its randomness. However, this does not mean that wins
-are an arbitrary matter of luck: skill of the players will have the
+are an arbitrary matter of luck: Skill of the players will have the
largest impact. So, yes, there may be situations where you are doomed --
no action could have saved your life. But then, from the midgame on,
-most deaths are not of this type: by this stage, almost all casualties
+most deaths are not of this type: By this stage, almost all casualties
can be traced back to actual mistakes; if not tactical ones, then of a
strategical type, like wrong skilling (too broad or too narrow), unwise
use of resources (too conservative or too liberal), or wrong decisions
@@ -1279,10 +1288,10 @@ Alternatively, they can be hard in the sense that unavoidable deaths
can occur. We feel that the latter choice provides much more fun in
the long run.
-Crawl has a huge number of handmade vaults/maps to tweak the randomness.
-While the placement, and often parts of the contents, of such vaults are
-random as well, they provide several advantages: vaults offer challenges
-that are very hard to get via just random monster and layout generation;
+Crawl has a huge number of handmade vaults/maps to tweak the randomness.
+While the placement, and often parts of the contents, of such vaults are
+random as well, they provide several advantages: vaults offer challenges
+that are very hard to get via just random monster and layout generation;
they may center on some theme, providing additional immersion; finally,
they will often contain some loot, forcing players to decide between
safety and greed.
@@ -1313,6 +1322,7 @@ scumming). These are activities that have low risk, take a lot of time,
and bring some reward. This is bad for a game's design because it
encourages players to bore themselves. Even worse, it may be optimal to
do so. We try to avoid this!
+
This explains why shops don't buy: otherwise players would hoover the
dungeon for items to sell. Another instance: there's no infinite
commodity available: food, monster and item generation is generally not
@@ -1328,7 +1338,7 @@ Interface
---------
The interface is radically designed to make gameplay easy -- this sounds
trivial, but we mean it. All tedious, but necessary, chores should be
-automated. Examples are long-distance travel, exploration, and taking
+automated. Examples are long-distance travel, exploration, and taking
notes. Also, we try to cater for different preferences: both ASCII and
tiles are supported; as are vi-keys and numpad. Documentation is plenty,
context-specific and always available in-game. Finally, we ease getting
@@ -1338,31 +1348,32 @@ Clarity
-------
Things ought to work in an intuitive way. Crawl definitely is winnable
without spoiler access. Concerning important but hidden details (i.e.
-facts subject to spoilers) our policy is this: the joy of discovering
+facts subject to spoilers) our policy is this: The joy of discovering
something spoily is nice, once. (And disappears before it can start if
-you feel you need to read spoilers - a legitimate feeling.) The joy of
+you feel you need to read spoilers -- a legitimate feeling.) The joy of
dealing with ever-changing, unexpected, and challenging strategic and
tactical situations that arise out of transparent rules, on the other
hand, is nice again and again.
+
In concrete terms, we either spell out a gameplay mechanic explicitly
(either in the manual, or by in-game feedback) or leave it to min-maxers
-if we feel that the naive approach is good enough.
+if we feel that the naive approach is good enough.
Consistency
-----------
While there is no plot to speak of, the game should still be set in
a consistent Crawl universe. For example, names of artefacts should fit
the mood, vaults should be sensibly placed, and monsters should somehow
-fit as well. Essentially, this is about player immersion. As such, it's
+fit as well. Essentially, this is about player immersion. As such, it's
good to have in mind, but consistency is always secondary to gameplay.
-A typical example is player vs monster behaviour: while we try to make
-these identical (or similar), there are good reasons for keeping them
+A typical example is player vs monster behaviour: while we try to make
+these identical (or similar), there are good reasons for keeping them
distinct in certain cases.
Replayability
-------------
This is actually quite important, but in some sense just a corollary
-to the major design goals. Besides these, there are several other
+to the major design goals. Besides these, there are several other
points helping to make playing Crawl fun over and over again:
* Many species, which actually play differently: This is partly due to
the skills and aptitude system. Similarly important are the built-in
@@ -1374,7 +1385,7 @@ rather well, though.
* Dungeon layout: Even veteran players will find the Tomb or the Hells
exciting (which are construed such that life endangering situations can
always pop up). These and other branches may or may not fit a given
-character's buildup. By the way, we strongly believe that games are
+character's buildup. By the way, we strongly believe that games are
pointless if you can reach the invincible state.
* Religion: This addresses new players, as getting to the Temple and
choosing a god becomes the first major task of most games. But religion
@@ -1383,7 +1394,7 @@ since the choice of god can matter as much as race does.
* Playing styles: Related to species, class, god are fundamentally
different playing styles like melee oriented fighter, stabber, etc.
Deciding on whether (and when!) to make a transition of style can make
-or break games.
+or break games.
Out of the depths
-----------------
@@ -1392,7 +1403,7 @@ monsters turns up, like a dragon on the second dungeon level. These are
not bugs! Actually, they are part of the randomness design goal. In
this case, they also serve as additional motivation: in many situations,
the OOD monster can be survived somehow, and the mental bond with the
-character will then surely grow. OOD monsters also help to keep players
+character will then surely grow. OOD monsters also help to keep players
on their toes by making shallow, or cleared, levels still not trivial.
In a similar vein, early trips to the Abyss are not deficits: there's
more than one way out, and successfully escaping is exciting for anyone.
@@ -1406,7 +1417,7 @@ Humans
------
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
+available to players: Humans can be of any class. Humans advance quickly
in levels and have equal abilities in all skills.
Elves
@@ -1426,43 +1437,43 @@ death (necromancy).
High Elves
This is a tall and powerful Elven race who advance in levels very
- slowly, requiring half again as much experience as do Humans.
+ slowly, requiring half again as much experience as Humans.
They have good intelligence and dexterity, but suffer in strength.
Compared with Humans, they have fewer HP but more magic. Among all
Elves, they are best with blades and bows.
Grey Elves
These also advance slowly, but not as slowly as High Elves. They are
- good 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
+ good 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. In particular, they are masters of Enchantments and magics
related to Air.
Deep Elves
- This is 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
+ This is 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. They advance at the pace of Grey Elves.
Sludge Elves
This is 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
+ 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 slower than humans.
Mountain Dwarves
----------------
-Dwarves are generally short, hardy people. They love to fight, and often
-venture forth to seek fame and fortune through battle. Their armour and
+Dwarves are generally short, hardy people. They love to fight, and often
+venture forth 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
+lesser artisans. Dwarves are particularly dangerous when using dwarven
weaponry.
Mountain Dwarves, as opposed to the subterranean specimen, come from
@@ -1475,23 +1486,23 @@ quite bad weapons for Dwarves.
In general, they are rather resistant to magic than capable of dealing
with it. However, they are very proficient at earth and fire magics.
-Thus, many a Mountain Dwarf started career as an elementalist in one of
+Thus, many a Mountain Dwarf started career as an elementalist in one of
those schools. They advance in levels at a similar rate to Grey and Deep
-elves.
+Elves.
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
+their cousins the Cave Orcs possess below the ground, descend in search
of plunder and adventure.
-Hill Orcs are as robust as the Mountain 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 the elemental magic of earth, fire, and
+Hill Orcs are as robust as the Mountain 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 the elemental magic of earth, fire, and
ice. They advance as quickly as humans.
Merfolk
@@ -1501,10 +1512,10 @@ 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
-surprisingly 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
+water). Their agility is often misjudged, and they tend to be
+surprisingly 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
@@ -1516,28 +1527,28 @@ 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
+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.
Halflings
---------
-Halflings, who are named for being about half the size of humans, live
-in small villages. They live simple lives and have simple interests.
+Halflings, who are named for being about half the size of humans, live
+in small villages. They live simple lives and have simple interests.
Sometimes 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
+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
+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 characteristics with Halflings
@@ -1552,40 +1563,40 @@ levels.
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
+not the sort of people you would want to spend much time with, unless
you happened 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
+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 (which they can eat even when
not hungry), but are carnivorous and can only eat meat. They advance in
-levels as quickly as humans.
+levels as quickly as Humans.
Spriggans
---------
-Spriggans are small magical creatures distantly related to elves. They
+Spriggans are small magical creatures distantly related to Elves. They
love to frolic and cast mischievous 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 overtake a centaur. Due to
-their tiny size, they need very little food. However, they are
-herbivorous and cannot eat meat. Their size also makes them unable to
+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 overtake a Centaur. Due to
+their tiny size, they need very little food. However, they are
+herbivorous and cannot eat meat. Their size also makes them unable to
wear most armour.
Nagas
-----
-Nagas are a hybrid race: humanoid from the waist up with a large snake
+Nagas are a hybrid race: 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
+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
+(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. A Naga's biggest forte is stealth: Nagas are very good
at moving unnoticed.
@@ -1600,40 +1611,40 @@ torsos. 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
+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.
Ogres and Ogre-Mages
--------------------
-Genealogists would rather call these species Common Ogres and Sapient
-Ogres, yet the folklore labels stuck somehow. These two are genuinely
-different races stemming from a mythological progenitor, the Primordial
-Ogre. While crossbreeding is possible, it is generally frowned upon in
-Ogre societies: the resulting offspring is often ill-fated, and in very
-rare cases, even two-headed ogres result.
+Genealogists would rather call these species Common Ogres and Sapient
+Ogres, yet the folklore labels stuck somehow. These two are genuinely
+different races stemming from a mythological progenitor, the Primordial
+Ogre. While crossbreeding is possible, it is generally frowned upon in
+Ogre societies: the resulting offspring is often ill-fated, and in very
+rare cases, even two-headed Ogres result.
Ogres are huge, chunky creatures 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 mature
-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 also
-means that they need to do so more frequently than smaller folk.
-
-Ogre-Mages are slightly smaller and nimbler than their Common
-counterparts and grow a bit slower. They are unique among the beefier
-species in their ability to use magic, especially enchantments. Still,
-they also perform well in all types of melee combat, with a slight
+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 also means that they need to do so more frequently
+than smaller folk.
+
+Ogre-Mages are slightly smaller and nimbler than their Common
+counterparts and grow a bit slower. They are unique among the beefier
+species in their ability to use magic, especially enchantments. Still,
+they also perform well in all types of melee combat, with a slight
disadvantage at short blades. While they perform better than Ogres in
-all more civilised aspects of life, Ogre-Mages have lost the ability to
+all more civilised aspects of life, Ogre-Mages have lost the ability to
digest raw meat when not hungry.
Most often, small bands of Common Ogres raid the countryside or
-underground dungeons, accompanied by a Sapient Ogre. The latter is
-usually at once the undisputed spokesman, medicine man and shaman of the
-group.
+underground dungeons, accompanied by a Sapient Ogre. The latter is
+usually at once the undisputed spokesman, medicine man and shaman of the
+group.
Trolls
------
@@ -1643,17 +1654,17 @@ patches of thick fur, 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
+indeed -- even more slowly than High Elves -- and need a great amount
of food to survive.
Minotaurs
---------
-The Minotaurs are yet another race of hybrids - human bodies with bovine
-heads. They delve into the Dungeon because of their instinctive love of
-twisting passageways.
+The Minotaurs are yet another race of hybrids -- human bodies with
+bovine heads. They delve into the Dungeon because of their 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
+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.
Kenku
@@ -1666,10 +1677,10 @@ and very powerful members of this race can stay in the air for as long
as they wish to do so. They fly a bit faster if they carry little load.
They are experts at all forms of fighting, including the magical arts of
-combat (conjurations, summonings and, to a lesser extent, necromancy).
+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
+using invocations. Their light avian bodies cannot sustain a great deal
of injury.
Draconians
@@ -1683,43 +1694,43 @@ and the colour is determined by chromosomes, 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
+weapons. Still, each colour has its own strengths and some have
complementary weaknesses, which sometimes requires a bit of flexibility
on the part of the player.
- Red Draconians feel at home in fiery surroundings. They are bad with
- ice magic but very proficient with fire.
+ Red Draconians feel at home in fiery surroundings. They are bad with
+ ice magic but very proficient with fire.
- White Draconians stem from frost-bitten lands, and are naturally
+ White Draconians stem from frost-bitten lands, and are naturally
resistant to frost. They are versed in ice magic, but bad at fire.
- Green Draconians are used to venomous surroundings. They are
+ Green Draconians are used to venomous surroundings. They are
especially good in the arts of poison and without deficiencies in
other magic realms.
- Yellow Draconians have sulphurous breath. Unlike other Draconians,
- they need no time to gain back their breath. They are acid
+ Yellow Draconians have sulphurous breath. Unlike other Draconians,
+ they need no time to gain back their breath. They are acid
resistant, too.
- Grey Draconians have no particular weaknesses or strengths when it
- comes to learning, and they get no breath weapon. Their scales,
- however, become particularly hard over time, they gain more HP
+ Grey Draconians have no particular weaknesses or strengths when it
+ comes to learning, and they get no breath weapon. Their scales,
+ however, become particularly hard over time, they gain more HP
than other Draconians, and they grow a spiked tail, making them
particularly fit for battle.
Black Draconians command lightning bolts and are naturally insulated.
They are good at air magic but feel cumbersome with earth magic.
- Mottled Draconians are somewhat in touch with fire, yet are not weak
- with ice. Their breath consists of special sticky fire which
+ Mottled Draconians are somewhat in touch with fire, yet are not weak
+ with ice. Their breath consists of special sticky fire which
burns the target.
- Purple Draconians are highly adapted to all spellcasting in general,
- and to Enchantments in particular. They are a bit better at
+ Purple Draconians are highly adapted to all spellcasting in general,
+ and to enchantments in particular. They are a bit better at
evoking things than most other Draconians.
- Pale Draconians are slightly biased towards fire magic, and have no
- restrictions otherwise. They breathe steam and, like their
+ Pale Draconians are slightly biased towards fire magic, and have no
+ restrictions otherwise. They breathe steam and, like their
Purple cousins, have a slight advantage at Evocations.
Demigods
@@ -1730,34 +1741,34 @@ 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 (str, 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.
+have excellent attributes (Str, 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.
Demonspawn
----------
-Demonspawn are horrible half-mortal, half-infernal creatures - the flip
+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
+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. Note that unlike Demigods, they can take on gods, although
-not all of them.
+not all will accept them.
The Undead
----------
-As creatures brought back from beyond the grave, the undead are
-naturally immune to poisons, negative energy and torment; have little
-warmth left to be affected by cold; and are not susceptible to
+As creatures brought back from beyond the grave, the undead are
+naturally immune to poisons, negative energy and torment; have little
+warmth left to be affected by cold; and are not susceptible to
mutations.
There are three types of undead available to players: Mummies, Ghouls,
@@ -1767,20 +1778,20 @@ Mummies
These 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 slowly as humans
- in all skills except fighting, spellcasting and necromancy. As they
- increase in levels, they become increasingly in touch with the powers
- of death, but cannot use some types of necromancy which only affect
+ Mummies progress very slowly in level, half again as slowly as humans
+ in all skills except fighting, spellcasting and necromancy. As they
+ increase in levels, 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
+ highly flammable. They also do not need to eat or drink, and in any
case are incapable of doing so.
Ghouls
- They 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
+ They 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
@@ -1788,7 +1799,7 @@ Ghouls
and death magic without too many difficulties.
Vampires
- Vampires are another form of undead, but with a peculiarity: by
+ Vampires are another form of undead, but with a peculiarity: By
consuming fresh blood, they may become alive. A bloodless Vampire has
all the traits of an undead, yet possesses no innate healing power at
all -- in particular, magical items or spells which increase the rate
@@ -1812,12 +1823,16 @@ Note: Use 'A' to check for which particular peculiarities a species
In your quest, you play as one of a large 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. Note that due to peculiarities of size or body shape,
-some characters start with a different inventory.
+definitely easier than others, at least to begin with. The best classes
+for a beginner are probably Fighters, Gladiators, and Berserkers; if you
+really want to play a magician, try a Conjurer. However, not all species
+are equally well suited for all classes. The lighter coloured choices
+on the selection screen are generally considered to be the more
+accessible ones.
+
+Each class starts out with a different set of skills and items, but from
+there you can shape them as you will. Note that due to peculiarities of
+size or body shape, some characters start with a different inventory.
Fighters:
---------
@@ -1826,10 +1841,10 @@ a shield. They have a good general grounding in the arts of fighting.
Gladiators:
-----------
-The Gladiator has been trained to fight in the ring, and so is versed
-in the art of fighting but is not so good at anything else. In fact,
-Gladiators have never learned anything except bashing monsters with
-heavy things. They start with a nasty weapon, a small shield, light
+The Gladiator has been trained to fight in the ring, and so is versed
+in the art of fighting but is not so good at anything else. In fact,
+Gladiators have never learned anything except bashing monsters with
+heavy things. They start with a nasty weapon, a small shield, light
armour, a helmet (if they can wear one), and some nets or stones.
Monks:
@@ -1841,11 +1856,10 @@ weighty weapons and spellbooks needed by other classes.
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
-usually enter the dungeon with an axe and a set of leather armour or
-robes.
+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
+usually enter the dungeon with an axe and dressed in animal skins.
Paladins:
---------
@@ -1855,28 +1869,28 @@ with a long sword, a shield, a ring mail or robe, and a healing potion.
Priests:
--------
-Priests serve either Zin, the ancient and revered God of Law, or
-Yredelemnul, the rather less pleasant God of Death. In addition, Hill
-Orcs may choose to follow the Orc god Beogh instead. Priests enter the
-dungeon with a traditional weapon, a priestly robe, and a few healing
+Priests serve either Zin, the ancient and revered God of Law, or
+Yredelemnul, the rather less pleasant God of Death. In addition, Hill
+Orcs may choose to follow the Orc god Beogh instead. Priests enter the
+dungeon with a traditional weapon, a priestly robe, and a few healing
potions.
Chaos Knights:
--------------
-The Chaos Knight is a fighter who chooses to serve one of the Gods of
-Chaos. There are three choices: Xom, Makhleb, or Lugonu. 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. Lugonu the Unformed rules over the Abyss, and grants
-followers some control over that unpleasant place in return for
+The Chaos Knight is a fighter who chooses to serve one of the Gods of
+Chaos. There are three choices: Xom, Makhleb, or Lugonu. 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. Lugonu the Unformed rules over the Abyss, and grants
+followers some control over that unpleasant place in return for
spreading death and disorder.
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 Death-God Yredelemnul, and those who study
+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 Death-God Yredelemnul, and those who study
the fearsome arts of necromancy.
Healers:
@@ -1888,8 +1902,8 @@ both piety and experience that way.
Crusaders:
----------
-The Crusader is a decent fighter who can use the magical arts of
-enchantment to become more dangerous in battle. Crusaders start out
+The Crusader is a decent fighter who can use the magical arts of
+enchantment to become more dangerous in battle. Crusaders start out
lightly armed and armoured, but equipped with a book of martial spells.
Reavers:
@@ -1898,46 +1912,46 @@ Reavers are warriors who learn the magics of destruction in order to
complement their deadliness in hand combat.
-Magicians: These are not a class, but a type of class, including
+Magicians: These are not a class, but a type of class, including
Wizards, Conjurers, Enchanters, Summoners, Necromancers, various
-Elementalists, Venom Mages, Transmuters and Warpers. Magicians are
-the best at using magic. They start with a knife, a robe, and a book
+Elementalists, Venom Mages, Transmuters and Warpers. Magicians are
+the best at using magic. They start with a knife, a robe, and a book
of spells which should see them through the first several levels.
Wizards:
--------
+--------
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.
Conjurers:
----------
+----------
The Conjurer specialises in the violent and destructive magic of
conjuration spells. Like the Wizard, the Conjurer starts with the
magic dart spell.
Enchanters:
-----------
+-----------
The Enchanter specialises in the more subtle area of enchantment magic.
-Although not as directly powerful as conjurations, high-level
+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 do not deal with direct attacks). Instead,
-they begin with the "Corona" spell and some enchanted darts, which
-should help them out until they can use the higher level enchantment
+spell (since enchantments do not deal with direct attacks). Instead,
+they begin with the "Corona" spell and some enchanted darts, which
+should help them out until they can use the higher level enchantment
spells.
Summoners:
----------
+----------
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.
Necromancers:
-------------
+-------------
The Necromancer is a magician who specialises in the less pleasant side
-of magic. Necromantic spells are a varied bunch, but many involve some
+of magic. Necromantic spells are a varied bunch, but many involve some
degree of risk or harm to the caster.
Warpers:
@@ -1979,32 +1993,32 @@ The Stalker is an Assassin who has trained in the use of poison magic.
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, a hand crossbow, some darts,
-and light armour.
+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. They enter the Dungeon with a short sword, a hand crossbow,
+some darts, and light armour.
Assassins:
----------
+----------
An Assassin is a Thief who is especially good at killing. Assassins are
like Thieves in most respects, but are more dangerous in combat.
Hunters:
--------
-The Hunter is a type of fighter who specialises in missile weapons. A
-Hunter starts with either some throwing weapons or a ranged weapon and
+The Hunter is a type of fighter who specialises in missile weapons. A
+Hunter starts with either some throwing weapons or a ranged weapon and
some ammunition, as well as an edged weapon and a set of leathers.
Wanderers:
----------
Wanderers are people who have not learned a specific trade. Instead,
-they've travelled around becoming "jacks-of-all-trades, masters 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
+they've travelled around becoming "jacks-of-all-trades, masters 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 others.
@@ -2012,7 +2026,7 @@ is typically harder to play than the others.
3. LIST OF SKILLS
------------------------------------------------------------------------
-Here is a description of the skills you may have. You can check your
+Here is a description of the skills you may have. You can check your
current skills with the 'm' command, and therein toggle between progress
display and aptitude display using '!'. You can also read the table of
aptitudes from the help menu using '?%', and during character choice
@@ -2021,11 +2035,11 @@ with '%'.
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). Fighting is
+matter which weapon your character is wielding (if any). Fighting is
also the skill that 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). The first two levels of fighting skill can be obtained by
+don't get a long run advantage by starting out with a high fighting
+skill). The first two levels of fighting skill can be obtained by
training melee combat against plants and fungi.
Weapon skills affect your ability to fight with specific melee weapons.
@@ -2039,7 +2053,7 @@ Weapon skills include:
* Polearms
If you are already good at a weapon, say a long sword, and you practise
-for a while with a similar weapon such as a short sword, your practise
+for a while with a similar weapon such as a short sword, your practise
will be sped up (and will require less experience) until both skills
are equal; this is called crosstraining. Similar types of weapons are:
@@ -2048,20 +2062,20 @@ are equal; this is called crosstraining. Similar types of weapons are:
* Polearms and Axes
* Staves and Polearms
-Being good at a specific weapon improves the speed with which you can
+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
+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
+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 or shields or very big weapons. As with fighting, the
-first two levels of this skill can be obtained by training it against
+etc). Unarmed combat is particularly difficult to use in combination
+with heavy armour or shields or very big weapons. As with fighting, the
+first two levels of this skill can be obtained by training it against
plants and fungi.
Ranged combat skills:
@@ -2084,123 +2098,123 @@ launchers to good effect, these skills crosstrain:
Magic skills:
-------------
-Spellcasting is the basic skill for magic use. It affects your reserves
+Spellcasting is the basic skill for magic use. It affects your reserves
of magical energy (Magic) in the same way that Fighting affects your hit
-points: every time you increase the spellcasting skill you gain some
+points: every time you increase the spellcasting skill you gain some
magic points and spell levels. This skills greatly influences the amount
-by which casting causes hunger. Spellcasting also helps with the power
+by which casting causes hunger. Spellcasting also helps with the power
of your spells, but to a lesser extent than the more specialised magical
-skills. This skill is very difficult to learn, and requires a large
+skills. This skill is very difficult to learn, and requires a large
amount of practice and experience.
-Only those characters with at least one magic skill at level one or
+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
+and reciting the spells inscribed on magical scrolls (this stops being
useful once you reach level one in Spellcasting). Note that characters
starting with spells always have at least one level of Spellcasting.
-There are also individual skills for each different type of magic; the
-higher the skill, the more powerful the spell. Multidisciplinary spells
+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
+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
+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?
+ level in ice magic.
Miscellaneous skills:
Armour:
-------
-Body armours come in two types: heavy and light. Heavy armours give
-some reliable protection from damage (in contrast to light armours),
-but have several disadvantages.
+Body armours come in two types: heavy and light. Heavy armours give
+some reliable protection from damage (in contrast to light armours),
+but have several disadvantages.
-Having a high Armour skill means that you are used to wearing heavy
+Having a high Armour skill means that you are used to wearing heavy
armour, allowing you to move more freely and gain more protection. When
you look at an armour's description (from within the inventory), you can
see in particular show you how cumbersome it is. This is measured by the
-Evasion modifier. All armours with Ev penalty of 0 or -1 are considered
-light, and all others are considered heavy -- except for Elven armour
-(which is light).
+Evasion modifier. Most armours with EV penalty of 0 or -1 are considered
+light, and all others are considered heavy -- except for Elven armour
+(which is light).
Walking and fighting in heavy armour will train the Armour skill. If the
-Armour skill is high enough to offset the EV penalty, even a heavy
-armour will train Dodging. Also, Armour skill helps mitigate the bad
-effects of heavy armour on spellcasting. A really high Armour skill will
-also increase the AC provided by other types of armour (gloves, cloaks,
-etc.).
+Armour skill is high enough to offset the EV penalty, even a heavy
+armour will train Dodging. Also, Armour skill helps mitigate the bad
+effects of heavy armour on spellcasting. A really high Armour skill will
+also increase the AC provided by other types of armour (gloves, cloaks,
+etc.).
Dodging:
--------
Fighting in light armour trains Dodging. A high dodging skill helps you
-evade attacks. See the paragraph above on the Armour skill for which
+evade attacks. See the paragraph above on the Armour skill for which
armours are light. You also train the Dodging skill when wearing a
heavy armour, once your Armour skill is high enough to cancel the EV
penalty.
Stealth:
--------
-Helps you avoid being noticed. Try not to wear heavy armour or be
-encumbered if you want to be stealthy. Large creatures (like Trolls)
-are bad at stealth. The big exception are Nagas, which are unusually
-stealthy. Stealth is trained by walking around lightly armoured, and
+Helps you avoid being noticed. Try not to wear heavy armour or be
+encumbered if you want to be stealthy. Large creatures (like Trolls)
+are bad at stealth. The big exception are Nagas, which are unusually
+stealthy. Stealth is trained by walking around lightly armoured, and
especially by walking around unnoticed.
Stabbing:
---------
-Lets you make a very powerful first strike against a sleeping/resting
+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 other short blades, and less useful
+dagger, slightly less effective with other short blades, 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
+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. Note that
-you scan your vicinity in every move (not just with commands like 's',
-'.' or '5'). Without (or with low) Traps & Doors skill, you search only
-the eight adjacent squares. The area covered gets larger with higher
+often find hidden things without actively looking for them. Note that
+you scan your vicinity in every move (not just with commands like 's',
+'.' or '5'). Without (or with low) Traps & Doors skill, you search only
+the eight adjacent squares. The area covered gets larger with higher
skill, as well as the chance to detect something.
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. Some Gods (such as Trog) do not require followers
+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. Some gods (such as Trog) do not require followers
to learn this skill.
-Like Spellcasting, this skill also affects your supply of magic (MP),
-though Invocations gives a bit less than Spellcasting in this regard.
-In any case, these two effects are not cumulative: the higher
-contribution of Spellcasting or Invocations is used.
+Like Spellcasting, this skill also affects your supply of magic, though
+Invocations gives a bit less than Spellcasting in this regard. In any
+case, these two effects are not cumulative: the higher contribution of
+Spellcasting or Invocations is used.
Evocations
----------
-This skill lets you use wands much more effectively, in terms of both
-damage and precision. Furthermore, with high Evocations, you can easily
-deduce the number of charges in a wand through usage. Similarly, all
-other items that have certain powers (like crystal balls) work better
-for characters trained in this skill. Like Invocations, Evocations is
+This skill lets you use wands much more effectively, in terms of both
+damage and precision. Furthermore, with high Evocations, you can easily
+deduce the number of charges in a wand through usage. Similarly, all
+other items that have certain powers (like crystal balls) work better
+for characters trained in this skill. Like Invocations, Evocations is
easier to learn than other skills.
-If your character does not have a particular skill, he or she can gain
-it by practising the activities mentioned above.
+If your character does not have a particular skill, he or she can gain
+it by practising the activities mentioned above.
------------------------------------------------------------------------
@@ -2209,11 +2223,11 @@ it by practising the activities mentioned above.
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
+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 options_guide.txt. For a more
+interface options; such options are mentioned in the list. For a
+description of them, please look into options_guide.txt. For a more
terse list of all commands, use '??' in-game. Most modes (targeting,
level map, interlevel travel) also have help menus via '?' on their own.
@@ -2223,23 +2237,23 @@ Saving games:
Ctrl-Q Quit without saving (you're asked before).
Movement:
- direction Moves one square, direction is either one of
- the numpad cursor keys (try both Numlock on and
+ 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
or / direction is found (like a monster). If the first square
is a trap, movement starts nonetheless.
- G Interlevel travel (to arbitrary dungeon levels
- or waypoints). Remembers old destinations if
+ G Interlevel travel (to arbitrary dungeon levels
+ or waypoints). Remembers old destinations if
interrupted. This command has its own set of
shortcuts; use ? for help on them.
- o Auto-explore. Setting the option explore_greedy
- to true makes auto-explore run to interesting
- items (those that get picked up automatically)
- or piles (checking the contents).
- Autoexploration will open doors on its own
+ o Auto-explore. Setting the option explore_greedy
+ to true makes auto-explore run to interesting
+ items (those that get picked up automatically)
+ or piles (checking the contents).
+ Autoexploration will open doors on its own
except if you set easy_open to false.
- Ctrl-W Set waypoint (a digit between 0 and 9). Check
+ Ctrl-W Set waypoint (a digit between 0 and 9). Check
the option show_waypoints. You can go to a
waypoint by pressing Ctrl-G and the digit.
@@ -2248,8 +2262,8 @@ Resting and Searching:
Numpad 5 for one turn. This is most often used tactically
for waiting a few turns. Serious resting or
searching should be done with the 5 command.
- 5 or Long resting/searching (until both health and
- Shift-Numpad 5 magic points are full or something is found or
+ 5 or Long resting/searching (until both health and
+ Shift-Numpad 5 magic points are full or something is found or
100 turns are over).
Dungeon interaction:
@@ -2257,23 +2271,23 @@ Dungeon interaction:
walking into the door, unless you set the option
easy_open to false.
C Close door.
- Ctrl-direction Tries to untrap a known trap on the specified
- or * direction square, else opens/closes door if there is one,
- else attacks without move (even if no monster is
+ Ctrl-direction Tries to untrap a known trap on the specified
+ or * direction square, else opens/closes door if there is one,
+ else attacks without move (even if no monster is
seen).
- < Use staircase to go higher, also enters shops.
- > Use staircase to go deeper, or enters branch.
+ < Use staircase to go higher, also enters shops.
+ > Use staircase to go deeper, or enters branch.
; Examine occupied tile, also causes auto-pickup.
x Examine surroundings mode, see below. Has '?'
help.
X Examine level map, see below. Has help on '?'.
Ctrl-O Show dungeon overview (branches, shops, etc.).
- ! Annotate current level: you can enter any
+ ! Annotate current level: you can enter any
string.
- This annotation is then listed in the dungeon
- overview (Ctrl-O) and also shown whenever you
- enter that level again. If you use this command
- when standing on a staircase, you may also
+ This annotation is then listed in the dungeon
+ overview (Ctrl-O) and also shown whenever you
+ enter that level again. If you use this command
+ when standing on a staircase, you may also
annotate the level that staircase leads to.
Should your annotation contain an exclamation
mark (!), you will be prompted before entering
@@ -2294,28 +2308,28 @@ Character information:
a Show current abilities menu.
\ Show item knowledge.
m Show skill screen.
- i Show inventory list. Inside this list, pressing
+ i Show inventory list. Inside this list, pressing
a slot key shows information on that item.
- ] Shows a restricted inventory, only containing
+ ] Shows a restricted inventory, only containing
worn and wielded items.
I Show list of memorised spells.
% Show resistances and general character overview,
including health, experience, gear, status,
- mutations, abilities (the latter three more
+ mutations, abilities (the latter three more
terse than with the command @, A, a). This is a
- highly condensed conglomeration of the commands
+ highly condensed conglomeration of the commands
[, (, ", C, ^, @, A, a on a single screen.
Pressing the key of a displayed item views it.
Item interaction (inventory):
{ Inscribe item (check the autoinscribe option).
- An empty inscription or inscribing only space
+ An empty inscription or inscribing only space
will remove prior inscriptions. See Appendix 6.
You can also inscribe items when viewing them
by pressing their slot key in the inventory.
f Fire quivered missile. If some monster is in
sight, either the last target or the nearest
- monster will be automatically targeted.
+ monster will be automatically targeted.
Pressing f again shoots.
F Directly choose an item and fire. Contrary to
fi this does not change the quiver.
@@ -2338,13 +2352,13 @@ Item interaction (inventory):
Item interaction (floor):
d Drop an item.
Within the drop list, you can select slots based
- on a regular expression by pressing Ctrl-F,
+ on a regular expression by pressing Ctrl-F,
followed by the regex.
#d Drop exact number of items, where # is any
number.
g or , Pick up items; press twice for pick up menu.
- Use a prefix to pick up smaller quantities.
- As with dropping, Ctrl-F allows you to pick up
+ Use a prefix to pick up smaller quantities.
+ As with dropping, Ctrl-F allows you to pick up
items matching a regular expression.
c Chop up a corpse. This will switch to an
uncursed edged weapon (unless you have claws or
@@ -2434,7 +2448,7 @@ level_map_title option to get rid of that.
- Scroll level map up
+ Scroll level map down
Direction Move cursor.
- Shift-Direction Move cursor in bigger steps (check the option
+ Shift-Direction Move cursor in bigger steps (check the option
or / Direction level_map_cursor_step).
. Travel to cursor (also Enter, Del and , and ;)
(if the cursor is on the character, move cursor
@@ -2445,24 +2459,24 @@ level_map_title option to get rid of that.
_ Cycle through altars.
Tab Cycle through shops and portals.
* Cycle forwards through stashes (if the option
- stash_tracking is set to all, this cycles
+ stash_tracking is set to all, this cycles
through all items and piles).
/ Cycle backward through stashes.
- Ctrl-C Clear level and main maps (from temporarily
+ Ctrl-C Clear level and main maps (from temporarily
seen monsters, clouds, etc.).
Ctrl-F Forget level map.
-Waypoints can be set on the level map. You can travel to waypoints
+Waypoints can be set on the level map. You can travel to waypoints
using 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
+Travel exclusions mark certain spots of the map as no-go areas for
autotravel and explore.
Ctrl-X Set travel exclusion.
Ctrl-E Erase all travel exclusions at once.
X Cycle through travel exclusions.
- x If on an exclusion centre, changes the radius of
+ x If on an exclusion centre, changes the radius of
the exclusion disc: 8, 4, 1 squares.
Examining surroundings ('x')
@@ -2488,45 +2502,45 @@ target_oos = true (if using this, check the option target_los_first).
Targeting
---------
-Targeting mode is similar to examining surroundings. It is activated
-whenever you fire projectiles, zap a wand, or cast spells which use
-targets. All of the commands described for examination of surroundings
+Targeting mode is similar to examining surroundings. It is activated
+whenever you fire projectiles, zap a wand, or cast spells which use
+targets. All of the commands described for examination of surroundings
work, with the exception of Space (which fires).
Esc or x Stop targeting.
? Special help screen.
. or Enter Fire at cursor direction (also Del and Space).
- ! Fire at cursor position, and stop there with
- slightly reduced impact. This can be useful to
- avoid damaging pets, or to attack submerged
- water creatures.
+ ! Fire at cursor position, and stop there with
+ slightly reduced impact. This can be useful to
+ avoid damaging pets, or to attack submerged
+ water creatures.
p Fire at previous target (if still in sight).
f Smart-firing: fire at previous target, if it is
- still in sight; and else fire at the cursor
- position. Together with the default_target
+ still in sight; and else fire at the cursor
+ position. Together with the default_target
option (which is on by default) this allows to
start shooting at an opponent with 'ff' and then
keep firing with 'ff'.
: Toggle display of the beam path.
- Ctrl-F Toggle target modes (between enemies, all,
+ Ctrl-F Toggle target modes (between enemies, all,
friends; see also option target_zero_exp).
- (, ) These two commands allow you to change
- ammunition while targeting. The choice is
- subject to the fire_order option. Usually, you
- change missiles according to your launcher; i.e.
- when wielding a bow, ( and ) will cycle through
+ (, ) These two commands allow you to change
+ ammunition while targeting. The choice is
+ subject to the fire_order option. Usually, you
+ change missiles according to your launcher; i.e.
+ when wielding a bow, ( and ) will cycle through
all stacks of arrows in your inventory.
- Shift-Direction Fire straight in that direction. You can go
- back to the old targeting mode (allowing
- straight firing by pressing just the direction
+ Shift-Direction Fire straight in that direction. You can go
+ back to the old targeting mode (allowing
+ straight firing by pressing just the direction
key) using the option target_unshifted_dirs.
Note that target_unshifted_dirs is mutually
exclusive with default_target.
Shortcuts in lists (like multidrop):
------------------------------------
-When dropping (with the drop_mode=multi option), the drop menu accepts
-several shortcuts. The same applies to the pickup menu. In the
-following, if an item is already selected, the key will deselect it
+When dropping (with the drop_mode=multi option), the drop menu accepts
+several shortcuts. The same applies to the pickup menu. In the
+following, if an item is already selected, the key will deselect it
(except for ',' and '-', obviously).
( Select all missiles.
) Select all hand weapons.
@@ -2556,9 +2570,9 @@ following, if an item is already selected, the key will deselect it
5. LIST OF ENCHANTMENTS
------------------------------------------------------------------------
-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 a Kenku's native flying ability is not noted, and
+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 a Kenku's native flying ability is not noted, and
neither is the effect of a ring of regeneration. Here is a list of these,
as some are abbreviations or may not be obvious:
@@ -2575,61 +2589,61 @@ Sick You are sick, usually from bad food. Hit points don't
regenerate until cured (wait it out or quaff a potion of
healing). Occasionally a primary attribute might drop.
Pois You are poisoned and continually lose hit points. There
- are several levels of poisoning. Cure with potions of
+ 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, chopping up a
- corpse offers it. Depending on the scope of your
+Pray You are praying. Any action taken under prayer is done
+ in the name of your god. For example, chopping up a
+ corpse offers it. Depending on the scope of your
religion, this may or may not be a good idea.
-Encumbered Your load is heavy enough to slow you down. You also
+Encumbered Your load is heavy enough to slow you down. You also
need more food than when walking around encumbered. Try
to avoid this!
Overloaded You carry too much to do anything sensible. Drop stuff!
Conf You are confused. Actions may not work properly.
-Fast All of your actions are twice as fast (this can cause
+Fast All of your actions are twice as fast (this can cause
magic contamination).
Swift You move at a somewhat higher speed. This only means
movement speed.
-Slow All actions are slowed.
+Slow All actions are slowed.
Note: ending berserking will slow you.
Special enchantments:
---------------------
-BWpn Some characters have a breath weapon (like Nagas or
+BWpn Some characters have a breath weapon (like Nagas or
experienced Draconians), which will show "BWpn" when
used. Further breaths have to wait until this
disappears.
-Invis You are invisible. This can cause glowing, if used too
+Invis You are invisible. This can cause glowing, if used too
much.
Holy You repel undead.
Tele You are about to teleport, i.e. feeling "unstable".
-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 usually time out.
+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 usually 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 those levitating while wearing an amulet of
+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 those levitating while wearing an amulet of
controlled flight.
Held You are held in a net: you cannot move freely and
will instead only try to fight your way out of the net.
-Bhld You are beheld: you cannot move away from the monster(s)
+Bhld You are beheld: you cannot move away from the monster(s)
beholding you.
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
+Regen You regenerate: health points will increase at an
+ unnaturally fast rate. This is only shown for temporary
regeneration.
-Glow You glow from mutagenic radiation: you can mutate
+Glow You glow from mutagenic radiation: you can mutate
anytime soon - usually with a bad outcome.
-RMsl You repel missiles, i.e. there's a good chance to evade
+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
+DMsl You deflect missiles, i.e. there's a great chance to
evade them. Still, this protection is not bulletproof.
-Rot This is a very harmful, necromantic ailment. You will
- lose maximum 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
+Rot This is a very harmful, necromantic ailment. You will
+ lose maximum 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.
Touch Your hands are glowing, and any monster you touch might
@@ -2637,7 +2651,7 @@ Touch Your hands are glowing, and any monster you touch might
Blade You are bonded with your blade, so it strikes more
accurately.
-There are several more enchantment messages for various spells. The
+There are several more enchantment messages for various spells. The
description of the spell causing the enchantment will explain these.
@@ -2667,7 +2681,7 @@ command followed by '9' use this item.
Safety inscriptions
-------------------
-Inscriptions containing the following strings affect the behaviour of
+Inscriptions containing the following strings affect the behaviour of
some commands:
!* prompt before any action using this item
!w prompt before wielding and unwielding
@@ -2686,7 +2700,7 @@ some commands:
containing an item with this inscription; if the answer is "No",
the whole stack will be skipped, and no item is sacrificed
=p prompt Nemelex Xobeh worshippers before sacrificing this
- particular item; if the answer is "No", then Crawl will go on
+ particular item; if the answer is "No", then Crawl will go on
to sacrifice further items in the stack
=g item will be picked up automatically if autopickup is on
=k item will be ignored in all listings on the ground
@@ -2698,25 +2712,25 @@ some commands:
+f item is included when cycling ammunition and in automatic quivering
!D prompt before performing an action that might destroy this item
If you're attempting to destroy an item thus inscribed by
- sacrificing it, destroying a weapon, or burning a book in the
- name of various deities, the game won't even ask you for
+ sacrificing it, destroying a weapon, or burning a book in the
+ name of various deities, the game won't even ask you for
confirmation but silently ignore this item. It also protects
against accidentally casting Sticks to Snakes on your favourite
weapon. Won't protect against lava accidents or hungry jellies.
-You can use the autoinscribe option to have some items automatically
+You can use the autoinscribe option to have some items automatically
inscribed. See options_guide.txt for details. Some examples are
autoinscribe = royal jell:=g
autoinscribe = wand of healing:!z
Randart autoinscriptions
------------------------
-Many players use inscriptions for properties of random artefacts. This
+Many players use inscriptions for properties of random artefacts. This
makes browsing the inventory or stashes easier. Crawl provides a scheme
to do this automatically: press 'a' when viewing an identified artefact.
Here, one has to negotiate between two concurrent objectives: terseness
-for better use of limited line lengths versus verboseness for easier
+for better use of limited line lengths versus verboseness for easier
reading. The default inscriptions use the following general ideas:
rXXX signifies a resistance
+XXX signifies an ability you can invoke via the 'a' command
diff --git a/crawl-ref/source/food.cc b/crawl-ref/source/food.cc
index 210b6f50f7..0723e53728 100644
--- a/crawl-ref/source/food.cc
+++ b/crawl-ref/source/food.cc
@@ -582,9 +582,9 @@ bool butchery(int which_corpse)
&& god_likes_butchery(you.religion));
// We don't need to check for undead because
- // * Mummies can't eat
- // * Ghouls relish the bad things
- // * Vampires won't bottle bad corpses
+ // * Mummies can't eat.
+ // * Ghouls relish the bad things.
+ // * Vampires won't bottle bad corpses.
// Also, don't bother colouring if it's only for sacrificing.
if (!sacrifice && !you.is_undead)
{
@@ -1187,10 +1187,13 @@ int eat_from_floor()
}
found_valid = true;
+ std::string item_name = get_message_colour_tags(*si, DESC_NOCAP_A,
+ MSGCH_PROMPT);
+
mprf(MSGCH_PROMPT, "%s %s%s? (ye/n/q/i?)",
(you.species == SP_VAMPIRE ? "Drink blood from" : "Eat"),
((si->quantity > 1) ? "one of " : ""),
- si->name(DESC_NOCAP_A).c_str());
+ item_name.c_str());
int keyin = tolower(c_getch());
switch (keyin)
diff --git a/crawl-ref/source/newgame.cc b/crawl-ref/source/newgame.cc
index f59d414632..9a9f89d7d0 100644
--- a/crawl-ref/source/newgame.cc
+++ b/crawl-ref/source/newgame.cc
@@ -742,7 +742,6 @@ static void _initialise_branch_depths()
branches[BRANCH_SWAMP].startdepth = -1;
branches[BRANCH_SHOALS].startdepth = random_range(2, 7);
}
-
branches[BRANCH_SNAKE_PIT].startdepth = random_range(3, 8);
branches[BRANCH_VAULTS].startdepth = random_range(14, 19);
branches[BRANCH_CRYPT].startdepth = random_range(2, 4);
@@ -1452,23 +1451,17 @@ static char_choice_restriction _class_allowed( species_type speci,
{
case SP_DEMIGOD:
return CC_BANNED;
- case SP_HIGH_ELF:
case SP_GREY_ELF:
case SP_DEEP_ELF:
- case SP_SLUDGE_ELF:
case SP_MERFOLK:
case SP_HALFLING:
case SP_GNOME:
- case SP_KOBOLD:
case SP_SPRIGGAN:
case SP_NAGA:
- case SP_CENTAUR:
case SP_OGRE:
case SP_OGRE_MAGE:
case SP_TROLL:
- case SP_MINOTAUR:
case SP_KENKU:
- case SP_RED_DRACONIAN:
case SP_GHOUL:
case SP_VAMPIRE:
return CC_RESTRICTED;
@@ -1496,6 +1489,7 @@ static char_choice_restriction _class_allowed( species_type speci,
switch (speci)
{
case SP_GREY_ELF:
+ case SP_GNOME:
case SP_SPRIGGAN:
case SP_NAGA:
case SP_OGRE_MAGE:
@@ -2418,26 +2412,154 @@ static bool _choose_weapon()
// Gods are not restricted but there are some choices that are banned (false).
// Everything else will be unrestricted.
-static bool _is_valid_religion(god_type god)
+static char_choice_restriction _religion_restriction(god_type god)
{
// Sanity check.
if (you.species == SP_DEMIGOD)
- return (false);
-
- if (god == GOD_BEOGH)
- return (you.species == SP_HILL_ORC);
+ return (CC_BANNED);
- switch (you.species)
+ switch (god)
{
- case SP_DEMONSPAWN:
- case SP_MUMMY:
- case SP_GHOUL:
- case SP_VAMPIRE:
- return (!is_good_god(god));
+ case GOD_BEOGH:
+ if (you.species == SP_HILL_ORC)
+ return (CC_UNRESTRICTED);
+ return (CC_BANNED);
+
+ case GOD_ZIN:
+ switch (you.species)
+ {
+ case SP_DEMONSPAWN:
+ case SP_MUMMY:
+ case SP_GHOUL:
+ case SP_VAMPIRE:
+ return (CC_BANNED);
+ case SP_HIGH_ELF:
+ case SP_MOUNTAIN_DWARF:
+ case SP_CENTAUR:
+ case SP_MINOTAUR:
+ return (CC_UNRESTRICTED);
+ default:
+ return (CC_RESTRICTED);
+ }
+
+ case GOD_YREDELEMNUL:
+ switch (you.species)
+ {
+ case SP_HILL_ORC:
+ // Restrict in favour of Beogh, else unrestricted.
+ if (you.char_class == JOB_PRIEST)
+ return (CC_RESTRICTED);
+ return (CC_UNRESTRICTED);
+
+ case SP_DEEP_ELF:
+ case SP_OGRE_MAGE:
+ case SP_KENKU:
+ // Unrestrict these only for Priests as Zin is worse, but
+ // Necromancy (DK) the better choice.
+ if (you.char_class == JOB_PRIEST)
+ return (CC_UNRESTRICTED);
+ return (CC_RESTRICTED);
+
+ case SP_HUMAN:
+ case SP_HIGH_ELF:
+ case SP_GREY_ELF:
+ case SP_SLUDGE_ELF:
+ case SP_MOUNTAIN_DWARF:
+ case SP_MERFOLK:
+ case SP_HALFLING:
+ case SP_KOBOLD:
+ case SP_GNOME:
+ case SP_SPRIGGAN:
+ case SP_CENTAUR:
+ case SP_OGRE:
+ case SP_TROLL:
+ case SP_MINOTAUR:
+ case SP_DEMONSPAWN:
+ case SP_MUMMY:
+ case SP_GHOUL:
+ case SP_VAMPIRE:
+ return (CC_UNRESTRICTED);
+ default:
+ if (player_genus(GENPC_DRACONIAN))
+ return (CC_UNRESTRICTED);
+ return (CC_RESTRICTED);
+ }
+
+ case GOD_XOM:
+ switch (you.species)
+ {
+ case SP_HUMAN:
+ case SP_MOUNTAIN_DWARF:
+ case SP_HILL_ORC:
+ case SP_MERFOLK:
+ case SP_CENTAUR:
+ case SP_OGRE:
+ case SP_TROLL:
+ case SP_MINOTAUR:
+ case SP_KENKU:
+ case SP_DEMONSPAWN:
+ case SP_VAMPIRE:
+ return (CC_UNRESTRICTED);
+ default:
+ if (player_genus(GENPC_DRACONIAN))
+ return (CC_UNRESTRICTED);
+ return (CC_RESTRICTED);
+ }
+
+ case GOD_MAKHLEB:
+ switch (you.species)
+ {
+ case SP_HUMAN:
+ case SP_HIGH_ELF:
+ case SP_GREY_ELF:
+ case SP_DEEP_ELF:
+ case SP_SLUDGE_ELF:
+ case SP_MOUNTAIN_DWARF:
+ case SP_MERFOLK:
+ case SP_HALFLING:
+ case SP_GNOME:
+ case SP_KOBOLD:
+ case SP_NAGA:
+ case SP_CENTAUR:
+ case SP_OGRE:
+ case SP_OGRE_MAGE:
+ case SP_TROLL:
+ case SP_MINOTAUR:
+ case SP_DEMONSPAWN:
+ case SP_MUMMY:
+ case SP_GHOUL:
+ case SP_VAMPIRE:
+ return (CC_UNRESTRICTED);
+ default:
+ if (player_genus(GENPC_DRACONIAN))
+ return (CC_UNRESTRICTED);
+ return (CC_RESTRICTED);
+ }
+
+ case GOD_LUGONU:
+ switch (you.species)
+ {
+ case SP_HUMAN:
+ case SP_MOUNTAIN_DWARF:
+ case SP_HILL_ORC:
+ case SP_MERFOLK:
+ case SP_SPRIGGAN:
+ case SP_CENTAUR:
+ case SP_OGRE:
+ case SP_TROLL:
+ case SP_MINOTAUR:
+ case SP_DEMONSPAWN:
+ case SP_GHOUL:
+ case SP_VAMPIRE:
+ return (CC_UNRESTRICTED);
+ default:
+ if (player_genus(GENPC_DRACONIAN))
+ return (CC_UNRESTRICTED);
+ return (CC_RESTRICTED);
+ }
default:
- // All gods are allowed.
- return (true);
+ return (CC_RESTRICTED);
}
}
@@ -2449,6 +2571,7 @@ static bool _necromancy_okay()
case SP_SLUDGE_ELF:
case SP_OGRE_MAGE:
case SP_DEMONSPAWN:
+ case SP_KENKU:
case SP_MUMMY:
case SP_VAMPIRE:
return (true);
@@ -4181,20 +4304,42 @@ bool _give_items_skills()
}
else
{
+ const god_type gods[3] = { GOD_ZIN, GOD_YREDELEMNUL, GOD_BEOGH };
+
// Disallow invalid choices.
- if (!_is_valid_religion(Options.priest))
+ if (_religion_restriction(Options.priest) == CC_BANNED)
Options.priest = GOD_NO_GOD;
if (Options.priest != GOD_NO_GOD && Options.priest != GOD_RANDOM)
ng_pr = you.religion = static_cast<god_type>( Options.priest );
else if (Options.random_pick || Options.priest == GOD_RANDOM)
{
- you.religion = coinflip() ? GOD_YREDELEMNUL : GOD_ZIN;
+ bool did_chose = false;
+ if (Options.good_random)
+ {
+ int count = 0;
+ for (int i = 0; i < 3; i++)
+ {
+ if (_religion_restriction(gods[i]) == CC_BANNED)
+ continue;
- // For orcs 50% chance of Beogh instead.
- if (you.species == SP_HILL_ORC && coinflip())
- you.religion = GOD_BEOGH;
+ if (_religion_restriction(gods[i]) == CC_UNRESTRICTED
+ && one_chance_in(++count))
+ {
+ you.religion = gods[i];
+ did_chose = true;
+ }
+ }
+ }
+ if (!did_chose)
+ {
+ you.religion = (coinflip() ? GOD_YREDELEMNUL : GOD_ZIN);
+
+ // For orcs 50% chance of Beogh instead.
+ if (you.species == SP_HILL_ORC && coinflip())
+ you.religion = GOD_BEOGH;
+ }
ng_pr = GOD_RANDOM;
}
else
@@ -4204,34 +4349,40 @@ bool _give_items_skills()
textcolor( CYAN );
cprintf(EOL "Which god do you wish to serve?" EOL);
- // Zin and Yredelemnul are valid for everyone.
- // (The undead have been handled above.)
- textcolor(LIGHTGREY);
- cprintf("a - Zin (for traditional priests)" EOL);
- cprintf("b - Yredelemnul (for priests of death)" EOL);
+ const char* god_name[3] = {"Zin (for traditional priests)",
+ "Yredelemnul (for priests of death)",
+ "Beogh (for priests of Orcs)"};
- if (_is_valid_religion(GOD_BEOGH))
+ for (int i = 0; i < 3; i++)
{
- textcolor(LIGHTGREY);
- cprintf("c - Beogh (priest of Orcs)" EOL);
+ if (_religion_restriction(gods[i]) == CC_BANNED)
+ continue;
+
+ if (_religion_restriction(gods[i]) == CC_UNRESTRICTED)
+ textcolor(LIGHTGREY);
+ else
+ textcolor(DARKGREY);
+
+ const char letter = 'a' + i;
+ cprintf("%c - %s" EOL, letter, god_name[i]);
}
textcolor( BROWN );
- cprintf(EOL "* - Random choice; "
+ cprintf(EOL "* - Random choice; + - Good random choice" EOL
"Bksp - Back to species and class selection; "
"X - Quit" EOL);
- if (!_is_valid_religion(Options.prev_pr))
+ if (_religion_restriction(Options.prev_pr) == CC_BANNED)
Options.prev_pr = GOD_NO_GOD;
if (Options.prev_pr != GOD_NO_GOD)
{
textcolor(BROWN);
cprintf(EOL "Enter - %s" EOL,
- Options.prev_pr == GOD_ZIN ? "Zin" :
+ Options.prev_pr == GOD_ZIN ? "Zin" :
Options.prev_pr == GOD_YREDELEMNUL ? "Yredelemnul" :
- Options.prev_pr == GOD_BEOGH ? "Beogh"
- : "Random");
+ Options.prev_pr == GOD_BEOGH ? "Beogh"
+ : "Random");
}
do
@@ -4265,8 +4416,27 @@ bool _give_items_skills()
}
keyn = '*'; // for ng_pr setting
// fall-through for random
- case '*':
case '+':
+ if (keyn == '+')
+ {
+ int count = 0;
+ for (int i = 0; i < 3; i++)
+ {
+ if (_religion_restriction(gods[i]) == CC_BANNED)
+ continue;
+
+ if (_religion_restriction(gods[i])
+ == CC_UNRESTRICTED
+ && one_chance_in(++count))
+ {
+ you.religion = gods[i];
+ }
+ }
+ if (count > 0)
+ break;
+ }
+ // intentional fall-through
+ case '*':
you.religion = coinflip() ? GOD_ZIN : GOD_YREDELEMNUL;
if (you.species == SP_HILL_ORC && coinflip())
you.religion = GOD_BEOGH;
@@ -4317,6 +4487,8 @@ bool _give_items_skills()
if (!_choose_weapon())
return (false);
+ const god_type gods[3] = { GOD_XOM, GOD_MAKHLEB, GOD_LUGONU };
+
if (Options.chaos_knight != GOD_NO_GOD
&& Options.chaos_knight != GOD_RANDOM)
{
@@ -4325,9 +4497,30 @@ bool _give_items_skills()
}
else if (Options.random_pick || Options.chaos_knight == GOD_RANDOM)
{
- you.religion = (one_chance_in(3) ? GOD_XOM :
- coinflip() ? GOD_MAKHLEB
- : GOD_LUGONU);
+ bool did_chose = false;
+ if (Options.good_random)
+ {
+ int count = 0;
+ for (int i = 0; i < 3; i++)
+ {
+ if (_religion_restriction(gods[i]) == CC_BANNED)
+ continue;
+
+ if (_religion_restriction(gods[i]) == CC_UNRESTRICTED
+ && one_chance_in(++count))
+ {
+ you.religion = gods[i];
+ did_chose = true;
+ }
+ }
+ }
+
+ if (!did_chose)
+ {
+ you.religion = (one_chance_in(3) ? GOD_XOM :
+ coinflip() ? GOD_MAKHLEB
+ : GOD_LUGONU);
+ }
ng_ck = GOD_RANDOM;
}
else
@@ -4337,14 +4530,26 @@ bool _give_items_skills()
textcolor( CYAN );
cprintf(EOL "Which god of chaos do you wish to serve?" EOL);
- // Xom, Makhleb, and Lugonu are okay choices for everyone.
- textcolor( LIGHTGREY );
- cprintf("a - Xom of Chaos" EOL);
- cprintf("b - Makhleb the Destroyer" EOL);
- cprintf("c - Lugonu the Unformed" EOL);
+ const char* god_name[3] = {"Xom of Chaos",
+ "Makhleb the Destroyer",
+ "Lugonu the Unformed"};
+
+ for (int i = 0; i < 3; i++)
+ {
+ if (_religion_restriction(gods[i]) == CC_BANNED)
+ continue;
+
+ if (_religion_restriction(gods[i]) == CC_UNRESTRICTED)
+ textcolor(LIGHTGREY);
+ else
+ textcolor(DARKGREY);
+
+ const char letter = 'a' + i;
+ cprintf("%c - %s" EOL, letter, god_name[i]);
+ }
textcolor( BROWN );
- cprintf(EOL "* - Random choice; "
+ cprintf(EOL "* - Random choice; + - Good random choice" EOL
"Bksp - Back to species and class selection; "
"X - Quit" EOL);
@@ -4385,8 +4590,27 @@ bool _give_items_skills()
}
keyn = '*'; // for ng_ck setting
// fall-through for random
- case '*':
case '+':
+ if (keyn == '+')
+ {
+ int count = 0;
+ for (int i = 0; i < 3; i++)
+ {
+ if (_religion_restriction(gods[i]) == CC_BANNED)
+ continue;
+
+ if (_religion_restriction(gods[i])
+ == CC_UNRESTRICTED
+ && one_chance_in(++count))
+ {
+ you.religion = gods[i];
+ }
+ }
+ if (count > 0)
+ break;
+ }
+ // intentional fall-through
+ case '*':
you.religion = (one_chance_in(3) ? GOD_XOM :
coinflip() ? GOD_MAKHLEB
: GOD_LUGONU);
@@ -4472,9 +4696,24 @@ bool _give_items_skills()
{
ng_dk = DK_RANDOM;
- if (Options.good_random && !_necromancy_okay())
- choice = DK_YREDELEMNUL;
- else
+ bool did_chose = false;
+ if (Options.good_random)
+ {
+ if (_necromancy_okay())
+ {
+ choice = DK_NECROMANCY;
+ did_chose = true;
+ }
+
+ if (_religion_restriction(GOD_YREDELEMNUL) == CC_UNRESTRICTED)
+ {
+ if (!did_chose || coinflip())
+ choice = DK_YREDELEMNUL;
+ did_chose = true;
+ }
+ }
+
+ if (!did_chose)
choice = (coinflip() ? DK_NECROMANCY : DK_YREDELEMNUL);
}
else
@@ -4492,11 +4731,15 @@ bool _give_items_skills()
cprintf("a - Necromantic magic" EOL);
// Yredelemnul is an okay choice for everyone.
- textcolor(LIGHTGREY);
+ if (_religion_restriction(GOD_YREDELEMNUL) == CC_UNRESTRICTED)
+ textcolor(LIGHTGREY);
+ else
+ textcolor(DARKGREY);
+
cprintf("b - the god Yredelemnul" EOL);
textcolor( BROWN );
- cprintf(EOL "* - Random choice; "
+ cprintf(EOL "* - Random choice; + - Good random choice " EOL
"Bksp - Back to species and class selection; "
"X - Quit" EOL);
@@ -4536,10 +4779,24 @@ bool _give_items_skills()
keyn = '*'; // for ng_dk setting
// fall-through for random
case '+':
- if (keyn == '+' && !_necromancy_okay())
+ if (keyn == '+')
{
- choice = DK_YREDELEMNUL;
- break;
+ bool did_chose = false;
+ if (_necromancy_okay())
+ {
+ choice = DK_NECROMANCY;
+ did_chose = true;
+ }
+
+ if (_religion_restriction(GOD_YREDELEMNUL)
+ == CC_UNRESTRICTED)
+ {
+ if (!did_chose || coinflip())
+ choice = DK_YREDELEMNUL;
+ did_chose = true;
+ }
+ if (did_chose)
+ break;
}
// fall-through for random
case '*':
diff --git a/crawl-ref/source/ouch.cc b/crawl-ref/source/ouch.cc
index 79ba0944ee..f53fa8d9bb 100644
--- a/crawl-ref/source/ouch.cc
+++ b/crawl-ref/source/ouch.cc
@@ -309,8 +309,7 @@ void weapon_acid( char acid_strength )
msg::stream << "Your " << your_hand(true) << " burn!" << std::endl;
ouch( roll_dice( 1, acid_strength ), 0, KILLED_BY_ACID );
}
-
- if (x_chance_in_y(acid_strength + 1, 20))
+ else if (x_chance_in_y(acid_strength + 1, 20))
item_corrode( hand_thing );
}
@@ -320,9 +319,9 @@ void item_corrode( int itco )
bool it_resists = false; // code simplifier {dlb}
bool suppress_msg = false; // code simplifier {dlb}
int how_rusty = ((you.inv[itco].base_type == OBJ_WEAPONS)
- ? you.inv[itco].plus2 : you.inv[itco].plus);
+ ? you.inv[itco].plus2 : you.inv[itco].plus);
- // early return for "oRC and cloak/preservation {dlb}:
+ // Early return for "oRC and cloak/preservation {dlb}.
if (wearing_amulet(AMU_RESIST_CORROSION) && !one_chance_in(10))
{
#if DEBUG_DIAGNOSTICS
diff --git a/crawl-ref/source/quiver.cc b/crawl-ref/source/quiver.cc
index da0ee0305b..e40a76159a 100644
--- a/crawl-ref/source/quiver.cc
+++ b/crawl-ref/source/quiver.cc
@@ -234,6 +234,7 @@ void player_quiver::on_item_fired(const item_def& item, bool explicitly_chosen)
// Don't do anything if this item is not really fit for throwing.
if (projected == LRET_FUMBLED)
return;
+
#ifdef DEBUG_QUIVER
mprf(MSGCH_DIAGNOSTICS, "item %s is for throwing",
item.name(DESC_PLAIN).c_str());
@@ -405,6 +406,10 @@ void player_quiver::_get_fire_order( std::vector<int>& order,
if (you.equip[EQ_WEAPON] == i_inv)
continue;
+ // Don't do anything if this item is not really fit for throwing.
+ if (is_launched(&you, you.weapon(), item) == LRET_FUMBLED)
+ continue;
+
// =f prevents item from being in fire order.
if (!ignore_inscription_etc
&& strstr(item.inscription.c_str(), "=f"))
@@ -415,6 +420,7 @@ void player_quiver::_get_fire_order( std::vector<int>& order,
for (unsigned int i_flags = 0; i_flags < Options.fire_order.size();
i_flags++)
{
+
if (_item_matches(item, (fire_type) Options.fire_order[i_flags],
launcher))
{
diff --git a/crawl-ref/source/travel.cc b/crawl-ref/source/travel.cc
index 6326b38708..e8fbe6dc2b 100644
--- a/crawl-ref/source/travel.cc
+++ b/crawl-ref/source/travel.cc
@@ -1983,7 +1983,7 @@ static bool _is_known_branch_id(int branch)
return (true);
// The Vestibule is special: there are no stairs to it, just a
- // portal
+ // portal.
if (branch == BRANCH_VESTIBULE_OF_HELL)
return overmap_knows_portal(DNGN_ENTER_HELL);
@@ -3430,13 +3430,16 @@ void LevelInfo::fixup()
bool TravelCache::know_stair(const coord_def &c) const
{
travel_levels_map::const_iterator i = levels.find(level_id::current());
- return (i == levels.end()? false : i->second.know_stair(c));
+ return (i == levels.end() ? false : i->second.know_stair(c));
}
void TravelCache::travel_to_waypoint(int num)
{
- if (num < 0 || num >= TRAVEL_WAYPOINT_COUNT) return;
- if (waypoints[num].id.depth == -1) return;
+ if (num < 0 || num >= TRAVEL_WAYPOINT_COUNT)
+ return;
+
+ if (waypoints[num].id.depth == -1)
+ return;
start_translevel_travel(waypoints[num]);
}
diff --git a/crawl-ref/source/util/docs/README.tex b/crawl-ref/source/util/docs/README.tex
index 3654108a16..712058a700 100644
--- a/crawl-ref/source/util/docs/README.tex
+++ b/crawl-ref/source/util/docs/README.tex
@@ -53,7 +53,7 @@ and prevail against overwhelming odds.
\para
Players of versions 0.3.4 and older beware: please read the file
-\key{034\_changes.pdf} in the \key{docs} directory for a list of
+\key{key\_changes.pdf} in the \key{docs} directory for a list of
interface changes, and how you could possibly retrieve the 0.3.4
standards.
@@ -71,7 +71,7 @@ manual in-game; pressing \key{?} brings up a menu for that.
\sex{Internet play}
You can play \crawl\ online, both competing with other players and watching
-them. Check the homepage \key{crawl.akrasiac.org} for details, including
+them. Check the homepage \key{http://crawl.akrasiac.org} for details, including
information about additional servers. You just need a \texttt{ssh} or
\texttt{telnet} console; on Windows, the \key{PuTTY} program works very
well. Read \key{ssh\_guide.txt} in the \key{docs} folder for a step by step
@@ -84,7 +84,7 @@ guide on how to set this up.
\crawl\ features an alternative to the classical ASCII display; Tile-based
Crawl is often a lot more accessible by new players. Tiles are available for
Linux, Windows and OS X.
-Unfortunately, it is not yet possible to combine tiles and internet play.
+Unfortunately, it is not yet possible to combine tiles and Internet play.
\subsection*{The most important files}
@@ -92,12 +92,12 @@ Unfortunately, it is not yet possible to combine tiles and internet play.
The file \key{crawl.exe} (just \key{crawl} if on Unix) in \crawl's main
folder starts the game.
\\ \\
-The \sex{settings/} directory contains \key{init.txt}, the options file for
-\crawl\ (on linux systems there may also be a \key{.crawlrc} in your home
-directory). Since the defaults are well suited for playing, you can ignore
+The \key{settings} directory contains \key{init.txt}, the options file for
+\crawl\ (on Linux systems there may also be a \key{.crawlrc} in your home
+directory). Since the defaults are well-suited for playing, you can ignore
these at first.
\\
-This folder also contains \key{macro.txt}, a list of redefined key
+This folder may also contain \key{macro.txt}, a list of redefined key
bindings and macros. These make playing \crawl\ even more convenient.
You will probably not need to redefine key mappings until after you have
spent some time playing the game.
@@ -106,7 +106,7 @@ spent some time playing the game.
\spacecolumn
%
\begin{minipage}[t]{7cm}
-The following files in the \sex{docs/} directory may be helpful, all of
+The following files in the \key{docs} directory may be helpful, all of
which can be read in-game (press \key{?}):
\\
\key{crawl\_manual.txt} is the full manual. It explains all races, classes,
@@ -136,8 +136,8 @@ Unix, Windows, OS X, and DOS).
Next, there is the newsgroup \key{rec.games.roguelike.misc}. Since other
games are discussed there as well, it is polite to flag your post with
\key{-crawl-}. If you are not familiar with Usenet netiquette, you might
-want to check that first, too. Also try to maintain netiquette to the
-benefit of your addresses.
+want to check that first, too. Also try to maintain netiquette for the
+benefit of your addressees.
\\
Finally, you can use the mailing list
\key{crawl-ref-discuss@lists.sourceforge.net}
@@ -145,19 +145,19 @@ to discuss specific details of the game's design and implementation.
\subsection*{License and history information}
-What you have downloaded is a descendant of Linley's \dungeon\ \crawl.
+This is a descendant of \textsc{Linley's} \dungeon\ \crawl.
Development of the main branch stalled at version 4.0.0b26, with a final
alpha of 4.1 being released by Brent Ross in 2005. Since 2006, the
-\dungeon \crawl\ \soup\ team has been continuing the
+\dungeon\ \crawl\ \soup\ team has been continuing the
development. See the \key{CREDITS} in the main folder for a myriad of
contributors, past and present; \key{license.txt} contains the legal blurb.
\dungeon\ \crawl\ \soup\ is an open source, freeware roguelike. It is
-supported on Linux, Windows, OS/X and, to a lesser extent, on DOS. The
+supported on Linux, Windows, OS X and, to a lesser extent, on DOS. The
source should compile and run on any reasonably modern Unix. \soup\
features both ASCII and graphical (Tiles) display.
-\crawl\ gladly and gratuitously uses the following open-source packages: \\
+\crawl\ gladly and gratuitously uses the following open source packages: \\
The \textbf{Lua} script language, see \key{docs/lualicense.txt}.\\
The \textbf{PCRE} library for regular expressions, see
\key{docs/pcre\_license.txt}.\\
@@ -176,7 +176,7 @@ of ways to do so:
\textbf{Playtesting:}
At any time, there will be bugs --- playing and reporting these is a great
help. There is a beta server around hosting the most recent version of the
-current code; the akrasiac page links to it. Besides finding bugs, ideas on
+current code; \key{http://crawl.akrasiac.org} links to it. Besides finding bugs, ideas on
how to improve interface or gameplay are welcome as well.
\para
@@ -205,7 +205,7 @@ have added something, send the files to the list.
\textbf{Monster descriptions:}
You can look up the current monster descriptions in-game with \key{?/} or
just read them in \key{dat/descript/monsters.txt}. The following conventions
-should be more or less obeyed: descriptions ought to contain flavour text,
+should be more or less obeyed: Descriptions ought to contain flavour text,
ideally pointing out major weaknesses/strengths. No numbers, please.
Citations are okay, but try to stay away from the most generic ones.
If you like, you can similarly modify the descriptions for features, items or
diff --git a/crawl-ref/source/view.cc b/crawl-ref/source/view.cc
index c6c0ca1420..67ded0088c 100644
--- a/crawl-ref/source/view.cc
+++ b/crawl-ref/source/view.cc
@@ -3962,7 +3962,7 @@ void init_feature_table( void )
case DNGN_ORCISH_IDOL:
Feature[i].dchar = DCHAR_STATUE;
- Feature[i].colour = LIGHTRED; // plain orc colour
+ Feature[i].colour = BROWN; // same as clay golem, I hope that's okay
break;
case DNGN_WAX_WALL: