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authorj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-03-31 14:13:33 +0000
committerj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-03-31 14:13:33 +0000
commita56b04d711300277c13776e111c0ee6b236b4406 (patch)
treeab45a3de3780d34c0169b053f56a2adb54f0bad9
parent26a647035b1c5b4c24595b84d2b9b19cb5da36bc (diff)
downloadcrawl-ref-a56b04d711300277c13776e111c0ee6b236b4406.tar.gz
crawl-ref-a56b04d711300277c13776e111c0ee6b236b4406.zip
Modify manual and readme to really list the new doc names, and key
settings. Add vampires to manual (still needs reference to aptitudes etc.!) and reorder classes according to the new job order. Re-introduce 't' as a synonym for 'f' in targetting, but don't document it anymore. (It's only in convenience to older players, anyway.) Also, change default wand inscription from !z to !Z, but use a hack to check for either. Oh, and restrict Blood Evaporate effect to Stinking cloud, Fire and Steam (the latter two like !Rage). git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3981 c06c8d41-db1a-0410-9941-cceddc491573
-rw-r--r--crawl-ref/docs/crawl_manual.txt403
-rw-r--r--crawl-ref/readme.txt48
-rw-r--r--crawl-ref/source/direct.cc3
-rw-r--r--crawl-ref/source/enum.h30
-rw-r--r--crawl-ref/source/invent.cc14
-rw-r--r--crawl-ref/source/item_use.cc1
-rw-r--r--crawl-ref/source/spells4.cc5
7 files changed, 279 insertions, 225 deletions
diff --git a/crawl-ref/docs/crawl_manual.txt b/crawl-ref/docs/crawl_manual.txt
index d8e31ad272..8ba97ffe50 100644
--- a/crawl-ref/docs/crawl_manual.txt
+++ b/crawl-ref/docs/crawl_manual.txt
@@ -44,14 +44,14 @@ 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).
-The tutorial has a special help screen (viewed by pressing '?') and ends
-when you reach the seventh experience level.
+The tutorial has a special help screen (viewed by pressing '??') and
+ends when you reach the seventh experience level.
Detailed instructions for playing Crawl follow. To simplify this
manual, we assume that you use the standard distribution and that
you've not changed the default options. If you don't want to read the
whole manual and would prefer a short summary of the important points,
-look at the quick-start guide (readme.txt) and learn as you play.
+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.
@@ -92,7 +92,7 @@ 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 differentiate clearly the many available races.
+important, and helps to clearly differentiate the many available races.
The following factors are species-dependent:
Major:
@@ -306,17 +306,18 @@ 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
+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
typing '<' or '>'.
Doors and Traps
---------------
-Doors can be usually be opened by just walking into them (there is an
-option for disabling this); else this can also be done with either the
-'O' command. They can be closed with the 'C command. Pressing Ctrl plus
-a direction or '*', followed by a direction, will open/close doors, too.
+Doors can usually be opened by just walking into them (there is an
+option for disabling this); else this can also be done using the 'O'
+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 *
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
@@ -379,10 +380,10 @@ 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
-setting 'explore_greedy = true' in the init file. This will cause Crawl
-to run to and pick up all items seen which are on the autopickup list.
-It also makes the character go to piles of items, in order to check the
-contents.
+setting 'explore_greedy = true' (default setting) in the init file. This
+will cause Crawl to run to and pick up all items seen which are on the
+autopickup list. It also makes the character go to piles of items, in
+order to check the contents.
Stashes and Searching
---------------------
@@ -398,11 +399,10 @@ 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 that use of the default option 'stash_tracking =
-all'. If for some reasons (e.g. to speed up performance) you've
-changed the value of the stash_tracking option, you can press Ctrl-S
-to tell Crawl that a given square is considered a stash. Ctrl-E will
-manually erase stashes.
+The above assumes use of the default option 'stash_tracking = all'. If
+for some reason (e.g. to speed up performance) you've changed the value
+of the stash_tracking option, you can press Ctrl-S to tell Crawl that a
+given square is considered a stash. Ctrl-E will manually erase stashes.
The Goal
--------
@@ -427,13 +427,13 @@ 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 crawl_macro.txt in the
-Docs directory, or read it from the in-game help menu.
+necessary), you can use keymaps and macros. See macros_guide.txt in the
+/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
@@ -451,8 +451,8 @@ 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 game during play). It is not necessary to bother with the numbers
-in order to win!
+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
@@ -477,7 +477,7 @@ 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 find a manual of a skill which allows to make quick
+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
@@ -526,11 +526,11 @@ force, however.
When playing Crawl, you will undoubtedly want to develop a feeling for
the different monster types. For example, some monsters leave edible
corpses, others don't, and still others do so sometimes. Guided by
-intuition, you will soon figure out which monsters make the best
-meals. Likewise, ranged or magic attackers will prove a different kind
-of threat from melee fighters. Learn from past deaths and remember
-which monsters pose the most problems. If particular monsters are
-giving you trouble, try to alter your tactics for future encounters.
+intuition, you will soon figure out which monsters make the best meals.
+Likewise, ranged or magic attackers will prove a different kind of
+threat from melee fighters. Learn from past deaths and remember which
+monsters pose the most problems. If particular monsters are giving you
+trouble, try to alter your tactics for future encounters.
------------------------------------------------------------------------
@@ -593,7 +593,7 @@ inventory screen.
You can use the adjust command (the '=' key) to change the letters to
which your possessions are assigned. This command can be used to change
-spell letters, too.
+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
@@ -825,11 +825,11 @@ 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, and without consuming food. You must wield a rod like a
-weapon in order to gain from its power. Rods can be invoked with the 'E'
-command while you are wielding them. 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
+them first, and consume less food. You must wield a rod like a weapon in
+order to gain from its power. Rods can be invoked with the 'v' command
+while you are wielding them. 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 for physical combat.
+: Books
@@ -888,12 +888,13 @@ flavours: predefined artefacts ('fixedarts'), and randomly created ones
"golden sword" or "shimmering scale mail". Also, artefacts cannot
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.
-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):
+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.
+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):
- weapons: glowing, runed;
- metal armours: shiny;
- leather armours, animal skins: dyed;
@@ -970,9 +971,9 @@ Be careful of magic-using enemies! Some of them can use magic just as
well as you, if not better, and often use it intelligently.
---------------------------------------------------------------------------------
+------------------------------------------------------------------------
I. TARGETING
---------------------------------------------------------------------------------
+------------------------------------------------------------------------
When throwing something, or zapping certain wands, or casting spells,
you are asked for a direction. There are several ways to tell Crawl
@@ -987,10 +988,10 @@ screen. Else, you use the following commands:
the previous target.
- Pressing '+' or '=' moves the cursor to the next monster, going from
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.
+ - 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 '.'
- (period) or Del or Enter or Space to fire at the target. If you press
+ (period), Del, Enter, or Space to fire at the target. If you press
'!', 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
@@ -999,7 +1000,7 @@ screen. Else, you use the following commands:
There are some shortcuts while targeting:
- Typing Shift-direction on your keypad fires straight away in that
direction.
- - Pressing 'p', 't' or 'f' fires at the previous target (if it is still
+ - Pressing 'p' or 'f' fires at the previous target (if it is still
alive and in sight).
Due to this, most hunters can go a long way by pressing 'ff' to fire
their ammunition at a monster and then keep firing at it with further
@@ -1007,38 +1008,39 @@ There are some shortcuts while targeting:
'+' or '-' commands, though.
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 or
-haste someone else. If you target yourself while firing something harmful
-(which can be sensible at times), you will be asked for confirmation.
+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
+or haste someone else. If you target yourself while firing something
+harmful (which can be sensible at times), you will be asked for
+confirmation.
Finally, there are some more targeting related commands:
- Ctrl-F changes which monsters are cycled when using '+', '=' or '-':
hostiles, friends, or all monsters.
- ( and ) allow to change the ammunition. This is useful when you have
- several types of appropriate ammunition, say poisoned needles and curare
- needles. Your last usage will be remembered. Note that you can use ( for
- changing the quiver ammunition even outside of targeting.
+ several types of appropriate ammunition, say poisoned needles and
+ curare needles. Your last usage will be remembered. Note that you can
+ use ( for changing the quiver ammunition even outside of targeting.
- The ':' key allows you to display the path of your spell/wand/missile.
---------------------------------------------------------------------------------
+------------------------------------------------------------------------
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 some Gods resent being scorned!).
+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 'pD' to
-pray first, and then dissect. Note that not all gods like this. Praying
-also gives you a sense of what your God thinks of you, and can be used
-to sacrifice things at altars.
+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
+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.
@@ -1079,17 +1081,17 @@ You can also become mutated by overusing certain powerful enchantments,
particularly Haste (not the kind you get from being berserk) and
Invisibility, as your system absorbs too much magical energy - but you
would have to spend almost all of your time hasted or invisible to be
-affected. However, some powerful items radiate dangerous levels of
+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 some spells that cause mutations.
+mutation effects. There are also some spells that cause mutations.
-It is much more difficult to get rid of bad mutations. A lucky mutation
-attempt can actually remove mutations. However, the only sure-fire way
-is to quaff a potion of cure mutation, which will attempt to remove
-three random mutations.
+It is much more difficult to get rid of bad mutations that to get one. A
+lucky mutation attempt can actually remove mutations. However, the only
+sure-fire way is to quaff a potion of cure mutation, which will attempt
+to remove three random mutations.
A special case are Demonspawn. Characters of this species get certain
special powers during their career; these are listed in red. They are
@@ -1097,7 +1099,7 @@ 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 and 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.
@@ -1108,7 +1110,8 @@ L. LICENCE, CONTACT, HISTORY
------------------------------------------------------------------------
Licence: Read Licence.txt for information about the Crawl licence
- (which is nearly identical to the Nethack public license).
+ (which is nearly identical to the Nethack public
+ license).
Disclaimer: This software is provided as is, with absolutely no
warranty express or implied. Use of it is at the sole
@@ -1171,10 +1174,10 @@ 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 will
-also work); this also allows for saving all current key bindings and
-macros. Alternatively, you can directly edit the macros.txt file. For
-more information on both and for examples, see macros_guide.txt.
+You can set up key maps and macros in-game with the '~' key ('Ctrl-D'
+will also work); this also allows for saving all current key bindings
+and macros. Alternatively, you can directly edit the macros.txt file.
+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
@@ -1234,7 +1237,7 @@ 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
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
+use of resources (too conservative or too liberal), or wrong decisions
about branch/god/gear.
The possibility of unavoidable deaths is a larger topic in computer
@@ -1268,8 +1271,8 @@ that's really not an interesting choice at all. And that's a horrible
lost opportunity for fun. Examples for this are the resistances: there
are very few permanent sources, most involve a choice (like rings or
specific armour) or are only semi-permanent (like mutations). Another
-example is the absence of clear-cut best items, which comes from the fact
-that most artefacts are randomly generated. Furthermore, even fixed
+example is the absence of clear-cut best items, which comes from the
+fact that most artefacts are randomly generated. Furthermore, even fixed
artefacts cannot be wished for, as scrolls of acquirement produce random
items in general. Likewise, there are no sure-fire means of life saving
(the closest equivalents are controlled blinks, and good religious
@@ -1583,9 +1586,10 @@ 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.
+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.
@@ -1594,8 +1598,8 @@ 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
+disadvantage at short blades. While they perform better than Ogres in
+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
@@ -1606,8 +1610,8 @@ group.
Trolls
------
Trolls are like Ogres, but even nastier. They have thick, knobbly skins
-of any colour from putrid green to mucky brown, and their mouths are
-full of ichor-dripping fangs.
+of any colour from putrid green to mucky brown, which are covered in
+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
@@ -1728,7 +1732,8 @@ 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 two types of undead available to players: Mummies and Ghouls.
+There are three types of undead available to players: Mummies, Ghouls,
+and Vampires.
Mummies
These are undead creatures who travel into the depths in search of
@@ -1754,9 +1759,22 @@ Ghouls
fighters and, due to their contact with the grave, can use ice, earth
and death magic without too many difficulties.
-Note: Some species have special abilities which can be accessed by the
- 'a' abilities menu. Some also have physical characteristics which
- allow them to make extra attacks using the Unarmed Combat skill.
+Vampires
+ 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 spell which increase the rate
+ of regeneration will not work. On the other hand, a Vampire full with
+ blood will regenerate very quickly, but lose all undead powers.
+ Vampires can never starve. Upon growing, they learn to transform into
+ quick bats, and later how to draw potions of blood from fresh corpses.
+
+
+Note: Use 'A' to check for which particular pecularities a species might
+ have. Also, some species have special abilities which can be
+ accessed by the 'a' abilities menu. Some also have physical
+ characteristics which allow them to make extra attacks using the
+ Unarmed Combat skill.
------------------------------------------------------------------------
@@ -1785,19 +1803,6 @@ Gladiators have never learned anything except bashing monsters with
heavy things. They start with a nasty weapon, a small shield, leather
armour, and some nets.
-Berserkers:
------------
-Berserkers are hardy warriors who worship Trog the Wrathful, from whom
-they get the power to go berserk (as well as a number of other powers
-should they prove worthy) but who forbids the use of spell magic. They
-enter the dungeon with an axe, some spears, and a set of leather armour.
-
-Hunters:
---------
-The Hunter is a type of fighter who specialises in missile weapons. A
-Hunter starts with a ranged weapon and some ammunition, as well as a
-hunting knife and a set of leathers.
-
Monks:
------
The Monk is a member of an ascetic order dedicated to the perfection
@@ -1805,48 +1810,12 @@ of one's body and soul through the discipline of the martial arts.
Monks start with very little equipment, but can survive without the
weighty weapons and spellbooks needed by other classes.
-Thieves:
---------
-The Thief is one of the trickiest classes to play. Thieves start out
-with a large variety of useful skills, and need to use all of them to
-survive. Thieves start with a short sword, some throwing darts, and
-light armour.
-
-Assassin:
----------
-An Assassin is a thief who is especially good at killing. Assassins are
-like thieves in most respects, but are more dangerous in combat.
-
-Stalkers:
----------
-The stalker is an assassin who has trained in the use of poison magic.
-
-Crusaders:
-----------
-The Crusader is a decent fighter who can use the magical art of
-enchantment to become more dangerous in battle. Crusaders start out
-lightly armed and armoured, but equipped with a book of martial spells.
-
-Reavers:
---------
-Reavers are warriors who learn the magics of destruction in order to
-complement their deadliness in hand combat.
-
-Death Knights:
---------------
-The Death Knight is a fighter who aligns him or herself with the powers
-of death. There are two types of Death Knights: those who worship and
-draw their abilities from the Demon-God Yredelemnul, and those who study
-the fearsome arts of necromancy.
-
-Chaos Knights:
---------------
-The Chaos Knight is a fighter who chooses to serve one of the Gods of
-Chaos. There are two choices: Xom or Makhleb. Xom is a very
-unpredictable (and possibly psychotic) entity who rewards or punishes
-according to whim. Makhleb the Destroyer is a more purposeful God, who
-appreciates destruction and offers a variety of very violent powers to
-the faithful.
+Berserkers:
+-----------
+Berserkers are hardy warriors who worship Trog the Wrathful, from whom
+they get the power to go berserk (as well as a number of other powers
+should they prove worthy) but who forbids the use of spell magic. They
+enter the dungeon with an axe, some spears, and a set of leather armour.
Paladins:
---------
@@ -1864,11 +1833,39 @@ this is purely the result of an archaic tradition, the reason for which
has been lost in the mists of time; Priests are not in any way
restricted in their choice of weapon skills.
+Chaos Knights:
+--------------
+The Chaos Knight is a fighter who chooses to serve one of the Gods of
+Chaos. There are two choices: Xom or Makhleb. Xom is a very
+unpredictable (and possibly psychotic) entity who rewards or punishes
+according to whim. Makhleb the Destroyer is a more purposeful God, who
+appreciates destruction and offers a variety of very violent powers to
+the faithful.
+
+Death Knights:
+--------------
+The Death Knight is a fighter who aligns him or herself with the powers
+of death. There are two types of Death Knights: those who worship and
+draw their abilities from the Demon-God Yredelemnul, and those who study
+the fearsome arts of necromancy.
+
Healers:
--------
The Healer is a priest of Elyvilon. Healers begin with minor healing
powers, but can gain far greater abilities in the long run.
+Crusaders:
+----------
+The Crusader is a decent fighter who can use the magical art of
+enchantment to become more dangerous in battle. Crusaders start out
+lightly armed and armoured, but equipped with a book of martial spells.
+
+Reavers:
+--------
+Reavers are warriors who learn the magics of destruction in order to
+complement their deadliness in hand combat.
+
+
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
@@ -1911,6 +1908,16 @@ The Necromancer is a magician who specialises in the less pleasant side
of magic. Necromantic spells are a varied bunch, but many involve some
degree of risk or harm to the caster.
+Warpers:
+--------
+Warpers specialise in translocations, and are experts in travelling long
+distances and positioning themselves precisely.
+
+Transmuters:
+------------
+Transmuters specialise in transmigrations, and can cause strange changes
+in themselves and others.
+
Elementalists:
--------------
Elementalists are magicians who specialise in one of the four types
@@ -1934,15 +1941,27 @@ the shallower levels of the dungeon where few creatures are immune to
it. Poison is especially effective when used against insects, damaging
their tracheae quite effectively.
-Transmuters:
-------------
-Transmuters specialise in transmigrations, and can cause strange changes
-in themselves and others.
+Stalkers:
+---------
+The Stalker is an Assassin who has trained in the use of poison magic.
-Warpers:
+Thieves:
--------
-Warpers specialise in translocations, and are experts in travelling long
-distances and positioning themselves precisely.
+The Thief is one of the trickiest classes to play. Thieves start out
+with a large variety of useful skills, and need to use all of them to
+survive. Thieves start with a short sword, some throwing darts, and
+light armour.
+
+Assassin:
+---------
+An Assassin is a Thief who is especially good at killing. Assassins are
+like Thieves in most respects, but are more dangerous in combat.
+
+Hunters:
+--------
+The Hunter is a type of fighter who specialises in missile weapons. A
+Hunter starts with a ranged weapon and some ammunition, as well as a
+hunting knife and a set of leathers.
Wanderers:
----------
@@ -1964,7 +1983,8 @@ is typically harder to play than the others.
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 '?%'.
+aptitudes from the help menu using '?%', and during character choice
+with '%'.
Fighting skills:
----------------
@@ -1987,7 +2007,7 @@ Weapon skills include:
* Polearms
If you are already good at a weapon, say a long sword, and you practise
-for a while with similar weapon such as a short sword, your practise
+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:
@@ -2170,8 +2190,8 @@ Movement:
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.
+ or / direction is found (like a monster). If the first square
+ is a trap, movement starts nonetheless.
Ctrl-G Interlevel travel (to arbitrary dungeon levels
or waypoints). Remembers old destinations if
interrupted. This command has its own set of
@@ -2207,10 +2227,12 @@ Dungeon interaction:
< 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 ?.
+ 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 string.
+ ! 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
@@ -2218,7 +2240,8 @@ Dungeon interaction:
annotate the level that staircase leads to.
Should your annotation contain an exclamation
mark (!), you will be prompted before entering
- the level. An empty string clears any annotation.
+ the level. An empty string clears any
+ annotation.
Character information:
'display' below means usage of the message area,
@@ -2277,17 +2300,19 @@ Item interaction (floor):
Within the drop list, you can select slots based
on a regular expression by pressing Ctrl-F,
followed by the regex.
- #d Drop exact number of items, where # is any number.
+ #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
items matching a regular expression.
- c Chop up a corpse. This will switch to an uncursed
- edged weapon (unless you have claws or wield such
- a weapon already), cut up a single corpse on the
- ground and switch back to your primary weapon. In
- case there are several corpses on the ground, you
- are prompted one by one. There, you can answer
+ c Chop up a corpse. This will switch to an
+ uncursed edged weapon (unless you have claws or
+ wield such a weapon already), cut up a single
+ corpse on the ground and switch back to your
+ primary weapon. In case there are several
+ corpses on the ground, you are prompted one by
+ one. There, you can answer
y, c: yes (chop up this corpse)
n, Space: no (skip this corpse)
a: yes to all (chop up all corpses)
@@ -2344,11 +2369,12 @@ Stashes:
tracking if using 'stash_tracking = explicit').
Tiles:
- - Edit player doll. This makes it possible to change
- the appearance of the player and to override the
- defaults, which are to mimic the current player's
- equipment and any species defaults. These options
- are saved into the dolls.txt file.
+ - Edit player doll. This makes it possible to
+ change the appearance of the player and to
+ override the defaults, which are to mimic the
+ current player's equipment and any species
+ defaults. These options are saved into the
+ dolls.txt file.
Ctrl-Q Modify screen size preferences. These changes
are saved into the wininit.txt file.
@@ -2429,12 +2455,12 @@ work, with the exception of Space (which fires).
avoid damaging pets, or to attack submerged
water creatures.
p Fire at previous target (if still in sight).
- f or t Smart-firing: fire at previous target, if it is
+ 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 (which
- is on by default) this allows to start shooting
- at an opponent with 'ff' and then keep firing
- with 'ff'.
+ 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,
friends; see also option target_zero_exp).
@@ -2473,7 +2499,8 @@ following, if an item is already selected, the key will deselect it
, Global select (subject to drop_filter option).
- Global deselect (subject to drop_filter option).
* Invert selection. This will allow you to select
- all items even if you use the drop_filter option.
+ all items even if you use the drop_filter
+ option.
. Selects next item. (If you have pressed the key
of an item in the list, '.' will toggle the next
item. This can be repeated, quickly selecting
@@ -2507,25 +2534,27 @@ Pois You are poisoned and continually lose hit points. There
are several levels of poisoning. Cure with potions of
healing or by waiting it out.
Pray You are praying. Any action taken under prayer is done
- in the name of your god. For example, dissecting a
+ 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
- need more food then walking around encumbered. Try to
- avoid this!
+ 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
magic contamination).
Swift You move at a somewhat higher speed. This only means
movement speed.
-Slow All actions are slowed. Note: ending berserking will slow.
+Slow All actions are slowed.
+ Note: ending berserking will slow you.
Special enchantments:
---------------------
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.
+ 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
much.
Holy You repel undead.
@@ -2539,8 +2568,8 @@ Fly You fly, gaining the benefits of levitation with none of
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 instead
- only try to fight your way out of the net.
+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)
beholding you.
Fire You are plagued with sticky fire. It will time out.
@@ -2559,6 +2588,10 @@ Rot This is a very harmful, necromantic ailment. You will
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
+ become confused.
+Blade You are bonded with your blade, so it strikes more
+ accurately.
There are several more enchantment messages for various spells. The
description of the spell causing the enchantment will explain these.
@@ -2576,7 +2609,7 @@ Automatic inscriptions
----------------------
These are done by the game to help you to identify items. For example,
rings or scrolls which did not do anything obvious upon trying will be
-automatically inscribed with "tried".
+automatically inscribed with "{tried}".
Inscriptions as shortcuts
-------------------------
diff --git a/crawl-ref/readme.txt b/crawl-ref/readme.txt
index 82e75cbf23..dab15b1f5d 100644
--- a/crawl-ref/readme.txt
+++ b/crawl-ref/readme.txt
@@ -21,14 +21,14 @@ Contents:
1. Getting started
------------------
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
+* start up a game and choose a tutorial (press 'T' when asked for race), or
* read quickstart.txt (in the /docs directory), or
* for studious readers, browse the manual (see below for all doc files).
Additionally, you may want to print out the file keys.pdf from the /docs
folder. Besides a full list of command keys (don't bother with it), it contains
two pages of help for new players.
-Note that you can read quickstart.txt and the manual when playing; pressing ?
+Note that you can read quickstart.txt and the manual when playing; pressing '?'
brings up a menu for that.
@@ -46,11 +46,11 @@ The following files in the Crawl's main folder are essential:
* macro.txt Playing Crawl can be made even more convenient by
redefining keys and assigning macros. Ignore early on.
-The docs/ folder contains the following helpful texts (all of which can be
+The /docs folder contains the following helpful texts (all of which can be
read in-game by bringing up the help menu with '?'):
-* crawl_manual.txt The complete manual; describing all aspects in the
- detail. Contains appendices on species, classes, etc.
+* crawl_manual.txt The complete manual; describing all aspects in detail.
+ Contains appendices on species, classes, etc.
* options_guide.txt Describes all options in detail. The structure of
init.txt follows this text.
* macros_guide.txt A how-to on using macros and keymappings, with examples.
@@ -70,7 +70,7 @@ read in-game by bringing up the help menu with '?'):
The official webpage is
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
+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:
@@ -92,11 +92,11 @@ which can get pretty busy on the occasion.
4. License and history information
----------------------------------
-What you have downloaded is a descendant to Linley's Dungeon Crawl. Development
+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
-continues the development. See the CREDITS in the mail folder for myriad of
-contributors, past and present; license.txt contains the legal blurb.
+has been continuing the development. See the CREDITS in the mail 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
@@ -107,7 +107,7 @@ Crawl gladly and gratiously 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.
-* The SQLite library as database enging; it is properly public domain.
+* The SQLite library as database engine; it is properly public domain.
* The ReST light markup language for the documentation.
5. How you can help
@@ -124,8 +124,8 @@ 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
+/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
needed) and then just mail them to the mailing list.
@@ -133,17 +133,19 @@ 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
-can add new prose. The syntax is a slightly strange, so you may want to read
-docs/monster_speech.txt.
+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
have added something, send the files to the list.
* Monster descriptions.
-You can look up that current 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 major
-weaknesses/strenghts. No numbers, please. Citations are okay, but try to stay
-away from the most generic ones.
+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
+major weaknesses/strenghts. 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
@@ -152,5 +154,9 @@ contact us via the mailing list.
* Patches.
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 is welcome.
-Please be sure to read docs/coding_conventions.txt first.
+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.
+
+Thank you, and have fun crawling!
+
diff --git a/crawl-ref/source/direct.cc b/crawl-ref/source/direct.cc
index e6e8f03631..52290684a0 100644
--- a/crawl-ref/source/direct.cc
+++ b/crawl-ref/source/direct.cc
@@ -2290,7 +2290,8 @@ command_type targeting_behaviour::get_command(int key)
case CONTROL('F'): return CMD_TARGET_CYCLE_TARGET_MODE;
case 'p': return CMD_TARGET_PREV_TARGET;
case 'f': return CMD_TARGET_MAYBE_PREV_TARGET;
-
+ case 't': return CMD_TARGET_MAYBE_PREV_TARGET; // f. users of the 0.3.4 keys
+
case '-': return CMD_TARGET_CYCLE_BACK;
case '+': case '=': return CMD_TARGET_CYCLE_FORWARD;
case ';': case '/': return CMD_TARGET_OBJ_CYCLE_BACK;
diff --git a/crawl-ref/source/enum.h b/crawl-ref/source/enum.h
index e54cbbb2ca..483673a0f9 100644
--- a/crawl-ref/source/enum.h
+++ b/crawl-ref/source/enum.h
@@ -2138,22 +2138,22 @@ enum object_class_type // (unsigned char) mitm[].base_type
enum operation_types
{
- OPER_WIELD = 'w',
- OPER_QUAFF = 'q',
- OPER_DROP = 'd',
- OPER_EAT = 'e',
- OPER_TAKEOFF = 'T',
- OPER_WEAR = 'W',
- OPER_PUTON = 'P',
- OPER_REMOVE = 'R',
- OPER_READ = 'r',
+ OPER_WIELD = 'w',
+ OPER_QUAFF = 'q',
+ OPER_DROP = 'd',
+ OPER_EAT = 'e',
+ OPER_TAKEOFF = 'T',
+ OPER_WEAR = 'W',
+ OPER_PUTON = 'P',
+ OPER_REMOVE = 'R',
+ OPER_READ = 'r',
OPER_MEMORISE = 'M',
- OPER_ZAP = 'z',
- OPER_EXAMINE = 'v',
- OPER_FIRE = 'f',
- OPER_PRAY = 'p',
- OPER_EVOKE = 'E',
- OPER_ANY = 0
+ OPER_ZAP = 'Z',
+ OPER_EXAMINE = 'v',
+ OPER_FIRE = 'f',
+ OPER_PRAY = 'p',
+ OPER_EVOKE = 'E',
+ OPER_ANY = 0
};
enum orb_type
diff --git a/crawl-ref/source/invent.cc b/crawl-ref/source/invent.cc
index 70c4cc4fa6..f7664f7eb3 100644
--- a/crawl-ref/source/invent.cc
+++ b/crawl-ref/source/invent.cc
@@ -1046,11 +1046,19 @@ bool has_warning_inscription(const item_def& item,
operation_types oper)
{
const char iletter = static_cast<char>(oper);
-
+
const std::string& r(item.inscription);
for ( unsigned int i = 0; i + 1 < r.size(); ++i )
- if (r[i] == '!' && (r[i+1] == iletter || r[i+1] == '*'))
- return true;
+ {
+ if (r[i] == '!')
+ {
+ if (r[i+1] == iletter || r[i+1] == '*')
+ return true;
+ else if (oper == OPER_ZAP && r[i+1] == 'z') // for the 0.3.4. keys
+ return true;
+ }
+ }
+
return false;
}
diff --git a/crawl-ref/source/item_use.cc b/crawl-ref/source/item_use.cc
index 162adce4b1..1fbbb65bea 100644
--- a/crawl-ref/source/item_use.cc
+++ b/crawl-ref/source/item_use.cc
@@ -4672,6 +4672,7 @@ bool wearing_slot(int inv_slot)
for (int i = EQ_CLOAK; i <= EQ_AMULET; ++i)
if ( inv_slot == you.equip[i] )
return true;
+
return false;
}
diff --git a/crawl-ref/source/spells4.cc b/crawl-ref/source/spells4.cc
index 1c8a86d255..90ccd5ac9e 100644
--- a/crawl-ref/source/spells4.cc
+++ b/crawl-ref/source/spells4.cc
@@ -1654,6 +1654,11 @@ bool cast_evaporate(int pow, bolt& beem, int potion)
beem.flavour = BEAM_POTION_STEAM;
break;
+ case POT_BLOOD:
+ case POT_BLOOD_COAGULATED:
+ if (one_chance_in(3))
+ break; // stinking cloud
+ // deliberate fall through
case POT_BERSERK_RAGE:
beem.flavour = (coinflip() ? BEAM_POTION_FIRE : BEAM_POTION_STEAM);
break;