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author | nlanza <nlanza@c06c8d41-db1a-0410-9941-cceddc491573> | 2006-08-13 02:19:00 +0000 |
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committer | nlanza <nlanza@c06c8d41-db1a-0410-9941-cceddc491573> | 2006-08-13 02:19:00 +0000 |
commit | aa88fdd8c6ad2da5eb5bd933e2d53d56cd8c176f (patch) | |
tree | d0551b96eaebb5b55694579fb8dae4abc7a38407 /crawl-ref/docs/crawl.6 | |
parent | 2b32f164e6ca1c4b3d587789f6cf46f46fe02fe8 (diff) | |
download | crawl-ref-aa88fdd8c6ad2da5eb5bd933e2d53d56cd8c176f.tar.gz crawl-ref-aa88fdd8c6ad2da5eb5bd933e2d53d56cd8c176f.zip |
Clean up a mistake in the SVN import.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/docs/crawl.6')
-rw-r--r-- | crawl-ref/docs/crawl.6 | 1053 |
1 files changed, 1053 insertions, 0 deletions
diff --git a/crawl-ref/docs/crawl.6 b/crawl-ref/docs/crawl.6 new file mode 100644 index 0000000000..70bf129651 --- /dev/null +++ b/crawl-ref/docs/crawl.6 @@ -0,0 +1,1053 @@ +.TH crawl 6 "02 April 2001" +.IX crawl +.SH NAME +crawl - play the roguelike game of crawl +.SH SYNOPSIS +.BR crawl +[-scores [N]] +[-name <string>] +[-race <letter>] +[-class <letter>] +[-pizza <string>] +[-plain] +[-dir <path>] +[-rc <file>] +.SH DESCRIPTION +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. +.PP +This file contains detailed instructions for playing Crawl. If you are +completely new to this kind of game, it may be worth your while to read at +least part (although it will probably confuse you somewhat), otherwise you +should probably just dive into the game and use the '?' command to give a list +of keys to use. +.PP +.SH OPTIONS +.TP +\fB-scores\fR [N] +show highscore list [first N entries] +.TP +\fB-name\fR <string> +set character name +.TP +\fB-race\fR <letter> +preselect race +.TP +\fB-class\fR <letter> +preselect class +.TP +\fB-pizza\fR <string> +crawl pizza +.TP +\fB-plain\fR +don't use IBM extended characters (needed when playing in a xterm) +.TP +\fB-dir\fR <path> +crawl directory +.TP +\fB-rc\fR <file> +init file name +.PP +.SH THE GAME +.IP "CHARACTER SPECIES" +.PP +You have a number of different character races to choose from. This affects +several characteristics including: +Your choice of classes; +Your initial attributes (strength etc); +Occasional extra points added to some abilities; +The amount of hit points and magic you get as you increase in level; +Your initial equipment; +Your rate of level advancement; +Your rate of skill advancement. +.PP +.I Humans +are the most versatile race. Humans advance quickly in levels and +have equal abilities in all skills. Humans can also be of any class. +.PP +.I Elves +have good intelligence and dexterity, but suffer a bit in strength. +They have slightly less hp and slightly more magic than humans, and advance in +experience a bit more slowly as well. They are especially good at fighting +with short and long swords, although not so good at other weapons, and are +adept at bows and darts. Their quickness makes them good at dodging, and they +possess natural elven stealth as well. Their nature also gives them +proficiency with magic, especially enchantments, but they are poor at using +necromancy. +.PP +There are also a number of related types of elves: +.PP +.I High elves +are a powerful elven race who advance in levels very slowly - +requiring half again as much experience as do humans. They are similar to +common elves in most respects, but their strengths and weaknesses tend to be +greater. +.PP +.I Grey elves +also advance slowly, but more quickly than high elves. They are +generally poor at fighting - although they are still good at short and long +swords and bows - but are excellent at all forms of magic except for +necromancy. +.PP +.I Deep elves +are poor at fighting but excellent at bows, crossbows, darts, and +especially magic. They are the only elven subtype who are skilled at using +necromancy and earth magic, and are particularly good at enchantment magic. +They advance in levels at the same rate as grey elves. Deep elves are not +physically robust, but have great reserves of magical energy. +.PP +.I Sludge elves +are a bit like common elves, but are not quite as good at most +things while being better at necromancy and some elemental magics. They +advance in level slightly faster, though. +.PP +Elven armour is unusually light, and does not affect the dodging or stealth of +its wearer to the extent that other armours do. Elven cloaks and boots are +particularly useful to those who wish to be stealthy, and elven bows are +particularly effective in conjunction with elven arrows. Elves are especially +dangerous when using elven weapons. +.PP +All elves are good at using air elemental magic, and are okay at fire and ice +magic. They are also poor at earth magic with the exceptions of deep and +sludge elves, who can use earth magic well. +.PP +.I Hill dwarves +are extremely robust but are poor at using magic. They are +excellent at hand combat, especially favouring axes, and are good at using +armour and shields, but are poor at missile combat or at using polearms (which +are usually too big for them to wield comfortably). The only forms of magic +which they can use with any aptitude are earth, fire and conjurations, but +they are worse than humans at the conjurations skill. They advance in levels +at a similar rate to common elves. +.PP +.I Mountain dwarves +are almost as robust as hill dwarves and have similar +aptitudes, but are slightly better at the things that hill dwarves don't do +very well, and slightly worse at the things that hill dwarves are good at. +They advance in levels at a rate between that of elves and humans. +.PP +Dwarven weapons and armours are very durable, and do not rust or corrode +easily. Dwarves are especially effective when using dwarven weaponry. +.PP +.I Halflings +are very small and, with deep elves and kobolds, are the least +robust of any character race. Although fair to poor 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 +most types of magic (except enchantments and translocations). They advance in +levels as rapidly as humans. Halflings cannot wield large weapons. +.PP +.I Hill orcs +are orcs from the upper world who, jealous of the riches which +their cousins, the cave orcs, possess below the ground, descend in search of +plunder and adventure. They are as robust as the hill dwarves, but have very +low reserves of magical energy. Their forte is fighting, and they are skilled +at using most hand weapons (with the exception of short blades, at which they +are only fair, and missile weapons, at which they are not particularly good). +They are poor at using most types of magic with the exception of conjurations +and necromancy. They advance as quickly as humans. +.PP +Orcish bows/crossbows are particularly effective in combination with orcish +arrows/bolts. Orcs are especially good at using orcish weapons. +.PP +Orcs are poor at using air elemental magic, but okay at other kinds (and good +at earth magic). +.PP +.I Kobolds +are small, ugly creatures with few redeeming features. They have +poor abilities and have similar aptitudes to halflings, without the excellent +agility. However, they are slightly better than halflings at using some types +of magic, particularly summonings and necromancy. They often live as +scavengers, surviving on carrion, but are carnivorous and can only eat meat. +They advance in levels as quickly as humans. +.PP +.I Mummies +are undead creatures who travel into the depths in search of +revenge, redemption, or just because they want to. Being undead, they are +immune to poisons and negative energy, have little warmth left to be affected +by cold, and are not susceptible to reductions in their physical or mental +abilities. However, their dessicated bodies are highly flammable. They also do +not need to eat or drink, and in any case are unable to. +.PP +Mummies progress very slowly in level (as slow as High Elves) and in all +skills except fighting, spellcasting and necromancy. As they increase in level +they become increasingly in touch with the powers of death, but cannot use +some types of necromancy which only affect living creatures (if they are +unable to use a spell, they will usually be unable to memorise it). The side +effects of necromantic magic tend to be relatively harmless to mummies. +.PP +.I Naga +are a race of hybrids; humanoid from the waist up, with a large +snake tail instead of legs. They are reasonably good at most things and +advance in experience levels at a decent rate. They are naturally immune to +poisons, can see invisible creatures, and have tough skin, but their tails are +relatively slow and cannot move them around as quickly as can other creatures' +legs (this only affects their movement rate; all other actions are at normal +speed). Their body shape also prevents them from gaining full protection from +most armour. Every now and then, a naga can spit poison; the range, accuracy +and damage of this poison increases with the naga's experience level. +.PP +.I Gnomes +are an underground-dwelling race of creatures, related to the dwarves +but even more closely in touch with the earth. They are quite small, and share +many of their characteristics with halflings (except for the great agility), +although they advance slightly more slowly in experience levels. They are okay +at most skills, but excellent at earth elemental magic and very poor at air +magic. Occasionally they can use their empathy with the earth to sense their +surroundings; this ability increases in power as they gain experience levels. +.PP +.I Ogres +are huge, chunky creatures related to orcs. They have great physical +strength, but are bad at almost everything except fighting. Because of their +large size they can only wear loose robes, cloaks and animal skins. They learn +quite slowly. Although ogres can eat almost anything, their size means that +they need to. +.PP +.I Trolls +are like ogres, but even nastier. They can rip creatures apart with +their claws, and regenerate very quickly from even the most terrible wounds. +They learn very slowly indeed - even more slowly than high elves - and need a +great amount of food to survive. +.PP +.I Ogre-mages +are a separate race of ogres who are unique among the beefier +races in their ability to use magic, especially enchantments. Although +slighter than their common ogre relatives they nevertheless have great +strength and can survive a lot of punishment. They advance in level as slowly +as high elves. +.PP +.I Draconians +are a race of human-dragon hybrids; humanoid in form and +approximately human-sized, with wings, tails and scaly skins. Draconians start +out in an immature form with brown scales, but as they grow in power they take +on a variety of colours. Some types of draconians have breath weapons. Because +of their decidedly non-human shapes, draconians cannot wear most armours. +Draconians advance very slowly in level, but are reasonably good at most +skills (except missile weapons and armour). +.PP +.I Centaurs +are another race of hybrid creatures: horses with a human +torso. Centaurs can move very quickly on their four legs, and are excellent +with bows and other missile weapons; they are also reasonable at the Fighting +skill while being slow learners at specific weapon skills. They advance quite +slowly in experience level and are rather sub-average at using magic. Due to +their large bulk, they need a little extra food to survive. +.PP +.I Demigods +are mortals (humans, orcs or elves, for example) with some divine +ancestry, however distant; they can be created by a number of processes +including magical experiments and the time-honoured practice of interplanar +miscegenation. Demigods look more or less like members of their mortal part's +race, but have excellent abilities (strength, int, dex) and are extremely +robust; they also have great supplies of magical energy. On the downside they +advance very slowly in experience, gain skills slightly less quickly than +humans, and cannot worship the various Gods and Powers available to the other +races. +.PP +.I Spriggans +are small magical creatures distantly related to elves. They are +poor fighters with anything other than a dagger or a shortsword, have little +physical resilience, and are terrible at destructive magic - conjurations, +summonings, necromancy and elemental spells. On the other hand, they are +excellent at other forms of magic and are very good at moving silently and +quickly. So great is their speed that a spriggan can keep pace with a centaur. +.PP +.I Minotaurs +are yet another hybrid - a human body with a bovine head. +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 headgear. +.PP +.I Demonspawn +are horrible half-mortal, half-infernal creatures - the flip side +of the Demigods. Demonspawn can be created in any number of ways - magical +experiments, breeding, unholy pacts, etc. Although many demonspawn may be +indistinguishable from those of pure mortal stock, they often grow horns, +scales or other unusual features. Powerful members of this class of beings +also develop a range of unholy abilities, which are listed as mutations (and +can sometimes be activated with the 'a' command). +.PP +Demonspawn advance very 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. +.PP +.I Ghouls +are horrible undead creatures, slowly rotting away. Although ghouls +can sleep in their graves for years on end, when they rise to walk among the +living they must eat flesh to survive. Raw flesh is preferred, especially +rotting or tainted meat, and ghouls gain strength from consuming it. +.PP +As undead, Ghouls are naturally immune to poison, cold and negative energy. +They aren't very good at doing most things, although they make decent fighters +and can use ice and earth magic without too many difficulties. +.PP +.I Kenku +are an ancient and feared race of bird-people with a legendary +propensity for violence. They are experts at all forms of fighting, including +the magical arts of combat (conjurations, summonings and, to a lesser extent, +necromancy). However, their light avian bodies cannot sustain a great deal of +injury. +.PP +Basically humanoid with bird-like heads and clawed feet, the kenku can +wear all types of armour except helmets and boots. Despite their lack of +wings, powerful kenku can fly and very powerful members of this race can stay +in the air permanently. 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. +.PP +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. +.PP +.IP "CHARACTER CLASSES" +.PP +In your quest, you play as one of a number of different types of characters. +Although each has its own strengths and weaknesses, some are definitely easier +than others, at least to begin with. The best classes for a beginner are +probably Gladiators, fighters and Berserkers; if you really want to play a +magician, try a Conjurer. Each class starts out with a different set of skills +and items, but from there you can shape them as you will. +.PP +.I Fighters +start with a decent weapon, a suit of armour and a shield. They have +a good general grounding in the arts of fighting. +.PP +.I Priests +serve either Zin, the ancient and revered God of Law, or the rather +less pleasant Death-God Yredelemnul. Although priests enter the dungeon with a +mace (as well as a priestly robe and a few healing potions), this is purely +the result of an archaic tradition the reason for which has been lost in the +mists of time; Priests are not in any way restricted in their choice of weapon +skills. +.PP +The +.I 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. +.PP +The magician is the best at using magic. Magicians start with a dagger, +a robe, and a book of spells which should see them through the first several +levels. There are various kinds of magicians: +.PP +The +.I 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. +.PP +The +.I Conjurer +specialises in the violent and destructive magic of conjuration +spells. Like the Wizard, the Conjurer starts with the magic dart spell. +.PP +The +.I Enchanter +specialises in the more subtle area of enchantment magic. +Although not as directly powerful as conjurations, high-level enchantments +offer a wide range of very handy effects. As there are no useful enchantment +spells of the first level, the Enchanter begins with a random attack spell and +has a magic wand to help survive until he or she can start learning to use the +craft properly, and is equipped with lightly enchanted weapons and armour. +.PP +The +.I 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. +.PP +The +.I 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. +.PP +.I Elementalists +are magicians who specialise in one of the four types of +elemental magic. +.PP +.I Venom mages +specialise in poison magic, which is extremely useful in the +shallower levels of the dungeon where few creatures are immune to it. Poison +magic is especially effective when used against insects. +.PP +.I Transmuters +specialise in transmigrations, and can cause strange changes in +themselves and others. +.PP +.I Warpers +specialise in translocations, and are experts in travelling long +distances and positioning themselves precisely. +.PP +The +.I Paladin +is a servant of the Shining One, and has many of the abilities of +the Fighter and the Priest. He or she enters the dungeon with a sword, a +shield, a robe, and a healing potion. +.PP +The +.I Gladiator +is well trained in the art of fighting but is not so good at +other things. In fact, Gladiators are pretty terrible at anything except +bashing monsters with heavy things. They start with a nasty weapon, a small +shield, and armour. +.PP +The +.I Berserker +is a hardy warrior who fights well with many weapons. +Berserkers 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. +.PP +The +.I Ranger +is a fighter who specialises in missile weapons. A Ranger starts +with a bow and some arrows, as well as a hunting knife and a set of leathers. +.PP +An +.I Assassin +is a thief who is especially good at killing. Assassins are like +thieves in most respects, but begin more skilled at hand combat. +.PP +The +.I Crusader +is a decent fighter who also has some aptitude in the magical +arts. Crusaders start out with a book of martial spells. +.PP +The +.I 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. +.PP +The +.I Chaos knight +is a fighter who chooses to serve one of the fearsome and +unpredictable Gods of Chaos. He or she has two choices: Xom or Makhleb. Xom is +a very unpredictable (and possibly psychotic) creature 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. +.PP +The +.I Healer +is a priest of Elyvilon. Healers begin with minor healing powers, +but can gain far greater abilities in the long run. +.PP +The +.I Reaver +is a warrior who has some aptitude with the magic of destruction. +.PP +The +.I stalker +is an assassin who has some aptitude in the use of poison magic. +.PP +The +.I Monk +is a type of fighter specialising in unarmed combat. Monks start +with very little equipment, but can survive without the weighty weapons and +spellbooks needed by other classes. +.PP +.IP EXPERIENCE +.PP +When you kill monsters, you gain experience points (xp) (you also receive one +half experience for monsters killed by friendly creatures). When you get +enough xp, you gain an experience level, making your character more powerful. +As they gain levels, characters gain more hit points, magic points, and spell +levels. +.PP +.IP SKILLS +.PP +Your character has a number of skills which affect his or her ability to +perform certain tasks. You can see your character's skills by pressing the 'm' +key; the higher the skill level of a skill, the better you are at it. Every +time your character gains experience points, those points become available to +increase skills. You convert experience points into skill levels by practising +the skill in question (eg fight with a certain type of weapon, cast a certain +type of spell, or walk around wearing light armour to practise stealth). The +amount of unassigned experience points is shown on the skills screen, and the +number in blue next to each skill counts down from 9 to 0 as you get closer to +increasing that skill. +.PP +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). +.PP +The race you have chosen for your character has a significant effect on +your rate of advancement in each skill. Some races are very good at some +skills and poor at others. If your character's race is good at a skill, they +will require less experience and take less time to advance in it; being bad +at a skill has the opposite result. +.PP +There are a few different types of skills: +.PP +Fighting skills +.PP +.I Fighting +is the basic skill used in hand-to-hand combat, and applies +no matter which weapon your character is wielding (if any). It is also +the skill which determines the number of hit points your character gets +as they increase in level (note that this is calculated so that you don't +get a long run advantage by starting out with a high fighting skill). +.PP +In addition, there are a number of weapon skills which affect your ability to +fight with specific weapons. If you are already good at a weapon, say a long +sword, and you practise for a while with similar weapon such as a short sword, +your practise will be speeded up (and will require less experience) until both +skills are equal. +.IP "Similar types of weapons include:" +- All sword skills +.br +- Maces & flails and Axes +.br +- Polearms and Axes +.br +- Staves and Polearms +.PP +Being good at a specific weapon improves the speed with which you can use it +by about 10% every two skill levels. Although lighter weapons are easier to +use initially, as they strike quickly and accurately, heavier weapons increase +in damage potential very quickly as you improve your skill with them. +.PP +.I Unarmed Combat +is a special fighting skill. It allows your character to make +a powerful attack when unarmed and also to make special secondary attacks +(and increases the power of those attacks for characters who get them anyway). +You can practise Unarmed Combat by attacking empty-handed, and it is also +exercised when you make a secondary attack (a kick, punch etc). Unarmed combat +is particularly difficult to use in combination with heavy armour, and +characters wearing a shield or wielding a two-handed weapon other than a staff +lose the powerful punch attack. +.PP +Throwing skills +.PP +.I Throwing +is the basic skill used when throwing things, and there are +a number of individual weapon skills for missile weapons as well. +.PP +Magic skills +.PP +.I Spellcasting +is the basic skill for magic use, and affects your +reserves of magical energy in the same way that Fighting affects your +hit points. Every time you increase your spellcasting skill you gain +some magic points and spell levels. Spellcasting is a very difficult +skill to learn, and requires a large amount of practice and experience. +.PP +Only those characters with at least one magic skill at level one or above can +learn magical spells. If your character has no magic skills, he or she can +learn the basic principles of the hermetic arts by reading and reciting the +spells inscribed on magical scrolls (this stops being useful once you reach +level one in Spellcasting). +.PP +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. +.PP +Elemental magic is a special case here. When you practise an elemental magic +skill (fire, ice, air or earth magic) you will improve much less quickly than +normal if you already have one or more elemental magic skills higher than the +one you are practising. This is especially true if those skills are 'opposed' +to the one you're practising: fire and ice are mutually opposed, as are earth +and air. Say you have level 2 fire magic, level 4 ice magic, and level 1 air +magic. Practising ice magic won't be a problem. Practising air magic will be a +bit slow, as you have other elemental skills at higher levels. Practising fire +magic will be very slow, as you have a higher level in ice magic. Right? +.PP +Miscellaneous +.PP +This includes a variety of skills: +.PP +.IR Armour : +Having a high armour skill means that you are used to wearing heavy +armour, so you gain more AC from it and lose less evasion while wearing it. +.PP +.IR Dodging : +When you are wearing light armour, a high dodging skill increases +your evasion score. +.PP +.IR Stealth : +Helps you avoid being noticed. Try not to wear heavy armour (or be +encumbered) if you want to be stealthy. +.PP +.IR Stabbing : +Lets you make a very powerful first strike against a +sleeping/resting monster who hasn't noticed you yet. This is most effective +with a dagger, slightly less effective with a short sword, and less useful +(although by no means of negligible effect) with any other weapon. +.PP +.IR Shields : +affects the amount of protection you gain by using a shield. +.PP +.IR "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. +.PP +.IR Invocations : +an easy-to-learn skill which affects your ability to call on +your God for aid. Those skilled at invoking have reduced fail rates and +produce more powerful effects. The Invocations skill affects your supply of +magic in a similar way to the Spellcasting skill and to a greater extent, but +the two are not cumulative - whichever gives the greater increase is used. +Some Gods (such as Trog) do not require followers to learn this skill. +.PP +If your character does not have a particular skill, they can gain it by +practising as above. +.PP +.IP ABILITIES +.PP +Your character is further defined by his or her abilities, which initially +vary according to class and species. +.PP +.I Strength +affects the amount of damage you do in combat, as well as how much +stuff you can carry. +.PP +.I Intelligence +affects how well you can cast spells as well as your ability to +use some magical items. +.PP +.I Dexterity +affects your accuracy in combat, your general effectiveness with +missile weapons, and your ability to dodge attacks aimed at you. Although +your dexterity does not affect your evasion score (Ev) directly, any +calculation involving your Ev score also takes account of your dexterity. +.PP +.IR AC : +This stands for Armour Class. When you something injures you, your AC +reduces the amount of damage you suffer. The number next to your AC is a +measure of how good your shield (if any) is at blocking attacks. +.PP +.IR EV : +This is your evasion score. It helps you to avoid being hit by unpleasant +things. +.PP +.IR Gold : +This is how much money you're carrying. Money adds to your final score, +and can be used to purchase items in shops. +.PP +.I Magic Resistance +affects your ability to resist the effects of enchantments +and similar magic directed at you. Although your magic resistance increases +with your level to an extent determined by your character's race, 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. +.PP +Sometimes characters will be able to use special abilities, for example the +Naga's ability to spit poison or the magical power to turn invisible granted +by a ring. These are accessed through the 'a' command. +.PP +.IP RELIGION +.PP +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!). +.PP +The 'p' command lets you pray to your God. Anything you do while praying, you +do in your God's name - this is how you dedicate your kills or corpse- +sacrifices ('D' command) to your God, for example. Praying also gives you a +sense of what your God thinks of you, and can be used to sacrifice things at +altars. +.PP +To use any powers which your God deems you fit for, access the abilities menu +with the 'a' command; God-given abilities are listed as invocations. +.PP +Some classes start out religious; others have to pray at an altar to dedicate +themselves to a life of servitude. There are altars scattered all over the +dungeon, and your character has heard rumours of a special temple somewhere +near the surface. +.PP +.IP MUTATIONS +.PP +Although it would doubtless be a nice thing if you could remain genetically +pure, there are too many toxic wastes and mutagenic radiations in the Dungeon +for that to be possible. If your character is so affected by these that he or +she undergoes physiological change, you can use the 'A' command to see how +much of a freak they've become and the 'a' command to activate any mutations +which can be controlled. +.PP +You can also become mutated by overusing certain powerful enchantments, +particularly Haste (not the kind you get from being berserk) and Invisibility, +as your system absorbs too much magical energy - but you would have to spend +almost all of your time hasted or invisible to be affected. However, some +powerful items radiate dangerous levels of magical energy. More often than +not, the mutations caused by magical radiations express harmfully. +.PP +Any demonic powers your character may have are listed in red; these are +permanent and can never be removed. If one of your powers has been augmented +by a mutation, it is displayed in a lighter red colour. +.PP +.IP "EXPLORING THE DUNGEON" +.PP +You can make your character walk around with the numeric keypad (turn numlock +off) or the "Rogue" keys (hjklbnyu). If this is too slow, you can make your +character walk repeatedly by typing shift and a direction. They will walk in +that direction until any of a number of things happen: a hostile monster is +visible on the screen, a message is sent to the message window for any reason, +you type a key, or you are about to step on anything other than normal floor +or an undiscovered trap and it is not your first move of the long walk. Note +that this is functionally equivalent to just pressing the direction key +several times. +.PP +If you press shift and '5' on the numeric keypad (or just the number '5' on +the keyboard) you rest for 100 turns or until your hit points or magic return +to full, whichever is sooner. You can rest for just one turn by pressing '.', +delete, 's', or '5' on the keypad. Whenever you are resting, you are assumed +to be observing your surroundings, so you have a chance of detecting any traps +or secret doors adjacent to you. +.PP +The section of the viewing window which is coloured (with the '@' representing +you at the centre) is what you can see around you. The dark grey around it is +the parts of the level which you have visited, but cannot currently see. The +'x' command lets you move the cursor around to get a description of the +various dungeon features, and typing '?' when the cursor is over a monster +brings up a short description of that monster (these are all rather sketchy; +I'll write better descriptions when I have time). You can get a map of the +whole level (which shows where you've already been) by typing the 'X' key. +This map specially colour-codes stairs and known traps, even if something is +on top of them. +.PP +You can make your way between levels by using staircases, which appear as '>' +(down) and '<' (up), by pressing the '>' or '<' keys. If you ascend an up +staircase on level one, you will leave the dungeon forever; if you are +carrying the magical Orb of Zot, you win the game by doing this. +.PP +Occasionally you will find an archway; these lead to special places like +shops, magical labyrinths, and Hell. Depending on which type of archway it is, +you can enter it by typing '<' or '>'. +.PP +Doors can be opened with the 'o' command and closed with the 'c' command. +Pressing control plus a direction also opens doors. If there is no closed door +in the indicated space, you will attempt to attack any monster which may be +standing there (this is the only way to attack a friendly creature hand-to- +hand). If there is no creature there, you will attempt to disarm any trap in +the target square. If there is apparently nothing there you will still attack +it, just in case there's something invisible lurking around. +.PP +A variety of dangerous and irritating traps are hidden around the dungeon. +Traps look like normal floor until discovered (usually by activating them). A +discovered trap can be disarmed with the control-direction commands, although +not all traps can be affected in this way. +.PP +When you are in a shop, you are given a list of the shopkeeper's stock from +which to choose, and a list of instructions. You can leave the shop and even +the level and come back later if you want. Unfortunately the shopkeepers all +have an enterprise bargaining agreement with the dungeon teamsters union which +prevents them using non-union labour to obtain stock, so you can't sell +anything in a shop (but what shopkeeper would trust a scummy adventurer like +you, anyway?). +.PP +You goal is to locate the Orb of Zot, which is held somewhere deep beneath the +world's surface. The Orb is an ancient and incredibly powerful artefact, and +the legends promise great things for anyone brave enough to extract it from +the fearsome Dungeon. Some believe it will grant immortality or even godhood +to the one who carries it into the sunlight; many undead creatures seek it in +the hope that it will restore them to life. Good luck! +.PP +.PP +A full list of the commands available to you can be accessed by typing '?' +(question mark). If you don't like them, they can be changed by the use of: +.PP +.IP "MACROS/KEYMAPS" +.PP +You can change the keys used to perform specific functions by editing the +macro.txt file (or creating a new one). The K: line indicates a key, and the +A: line assigns another key to that key's function. +.PP +You can also redefine keys in-game with the ` key, and save them with the ~ +key. +.PP +(Thanks to Juho Snellman for this patch) +.PP +.IP ITEMS +.PP +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 you 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: +.PP +.IP WEAPONS +.PP +These are rather important. You will find a variety of weapons in the dungeon, +ranging from small and quick daggers to huge, cumbersome battleaxes and pole- +arms. Each type of weapon does a differing amount of damage, has a different +chance of hitting its target, and takes a different amount of time to swing. +You should choose your weapons carefully; trying to hit a bat with a +greatsword is about as clever as bashing a dragon with a club. For this reason +it is wise to have a good mixture of weapon skills. Skills affect damage, +accuracy and speed. +.PP +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 weapon (especially +daggers, spears and hand axes) are quite effective when thrown. You can wield +weapons with the 'w' command, which is a very quick action. If for some reason +you want to go bare-handed, type 'w' followed by a hyphen ('-'). Note that +weapons are not the only class of item which you can wield. +.PP +The ' key is a shortcut which automatically wields item a. If item a is being +wielded, it causes you to wield item b instead, if possible. Try assigning the +letter a to your primary weapon, and b to your bow or something else you need +to wield only sometimes. Note that this is just a typing shortcut and is not +functionally different to wielding these items normally. +.PP +.IP AMMUNITION +.PP +If you would rather pick off monsters from a safe distance, you will need +ammunition for your sling or bow. Darts are effective when simply thrown; +other kinds of ammunition require you to wield an appropriate device to +inflict worthwhile damage. Ammunition has only one "plus" value, which affects +both accuracy and damage. If you have ammunition suitable for what you are +wielding, the 'f' command will choose the first lot in your inventory, or you +can use the 't' command to throw anything. If you are using the right kind of +hand weapon, you will "shoot" the ammunition, otherwise you "throw" it. +.PP +When throwing something, you are asked for a direction. You can either enter +one of the directions on your keypad, or type '*' and move the cursor over +your target if they are not in a direct line with you. When the cursor is on +them, press '.' (period) or delete to target them (you can also target an +empty space if you want). If you press '>' instead of '.', the missile will +stop at that space even if it misses, and if the target space is water, it may +hit anything which might be lurking beneath the surface (which would otherwise +be missed completely). If you type '.' (or del) instead of a direction or '*', +or if you target yourself as described above, you throw whatever it is at +yourself (this can be useful when zapping some wands; see later). Also, if you +type 'p' instead of a direction or '*', you will target your previous target +(if still possible). +.PP +.IP ARMOUR +.PP +This is also rather important. When worn, most armour improves your Armour +Class, which decreases the amount of damage you take when something injures +you. Unfortunately the heavier types of armour also hamper your movement, +making it easier for monsters to hit you (ie reducing your evasion score) and +making it harder for you to hit monsters. These effect can be mitigated by a +high Armour skill. Wearing heavy armour also increases your chances of +miscasting spells, an effect which is not reduced by your Armour skill. +.PP +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. +.PP +Some magical armours have special powers. These powers are sometimes +automatic, affecting you whenever you wear the armour, and sometimes must be +activated with the 'a' command. +.PP +You can wear armour with the 'W' command, and take it off with the 'T' +command. +.PP +.IP FOOD +.PP +This is extremely important. You can find many different kinds of food in the +dungeon. If you don't eat when you get hungry, you will eventually die of +starvation. Fighting, carrying heavy loads, casting spells, and using some +magical items will make you hungry. When you are starving you fight less +effectively as well. You can eat food with the 'e' command. +.PP +.IP "MAGICAL SCROLLS" +.PP +Scrolls have many different magical spells enscribed on them, some good and +some bad. One of the most useful scrolls is the scroll of identify, which will +tell you the function of any item you have in your inventory; save these up +for the more powerful and inscrutable magic items, like rings. You can read +scrolls (and by doing so invoke their magic) with the 'r' command. +.PP +.IP "MAGICAL POTIONS" +.PP +While scrolls tend to affect your equipment or your environment, most potions +affect your character in some way. The most common type is the simple healing +potion, which restores some hit points, but there are many other varieties of +potions to be found. Try to avoid drinking poisonous potions! Potions can be +quaffed (drunk) with the 'q' command. +.PP +.IP WANDS +.PP +Sometimes you will be lucky enough to find a stick which contains stored +magical energies. Wands each have a certain amount of charges, and a wand will +cease to function when its charges run out. You must identify a wand to find +out how many uses it has left. Wands are aimed in the same way as missile +weapons, and you can invoke the power of a wand by 'z'apping it. +.PP +.IP RINGS +.PP +Magical rings are among the most useful of the items you will find in the +dungeon, but can also be some of the most hazardous. They transfer various +magical abilities onto their wearer, but powerful rings like rings of +regeneration or invisibility make you hunger very quickly when activated. You +can put on rings with the 'P' command, and remove them by typing 'R'. You can +wear up to two rings simultaneously, one on each hand; which hand you put a +ring on is immaterial to its function. Some rings function automatically, +while others require activation (the 'a' command). +.PP +Amulets are similar to rings, but have a different range of effects (which +tend to be more subtle). Amulets are worn around the neck, and you can wear +only one at a time. +.PP +.IP STAVES +.PP +There are a number of types of magical staves. Some enhance your general +spellcasting ability, while some greatly increase the power of a certain class +of spells (and possibly reduce your effectiveness with others). Some are +spell staves, and hold spells which you can cast without having to memorise +them first, and also without consuming food. You must wield a staff like a +weapon in order to gain from its power, and magical staves are as effective as ++0 quarterstaves in combat. Spell staves can be Invoked with the 'I' command +while you are wielding them. +.PP +.IP BOOKS +.PP +Books contain magical spells which your character may be able to learn. You +can read a book with the 'r' command, which lets you access a description of +each spell, or memorise spells from it with the 'M' command. Some books have +other special effects, and some powerful spellbooks have been known to punish +the attentions of incompetent magicians. +.PP +.IP CARRION +.PP +If you manage to kill a monster delicately enough to avoid scattering bits of +it around the room, it may leave a corpse behind for you to play with. Despite +the fact that corpses are represented by the same '%' sign as food, you can't +eat them without first cutting them into pieces with the 'D' command, and +being extremely hungry helps as well. Even then, you should choose your +homemade food with great care. +.PP +.IP MISCELLANEOUS +.PP +These are items which don't fall into any other category. You can use many of +them by wielding and 'I'nvoking them. You can also use some other special +items (such as some weapons) by invoking them in this way. +.PP +You pick items up with the ',' (comma) command and drop them with the 'd'rop +command. When you are given a prompt like "drop which item?" or "pick up +<x>?", if you type a number before either the letter of the item, or 'y' or +'n' for yes or no, you will drop or get that quantity of the item. +.PP +Typing 'i' gives you an inventory of what you are carrying. When you +are given a prompt like "Throw [or wield, wear, etc] which item?", you can +type the letter of the item, or you can type '?' or '*' to get an inventory +list. '?' lists all appropriate items, while '*' lists all items, appropriate +or not. When the inventory screen is showing "-more-", to show you that there +is another page of items, you can type the letter of the item you want instead +of space or enter. +.PP +You can use the adjust command (the '=' key) to change the letters to which +your possessions are assigned. This command can be used to change spell +letters as well. +.PP +Some items can be stickycursed, in which case they weld themselves to your +body when you use them. Such items usually carry some kind of disadvantage: a +weapon or armour may be damaged or negatively enchanted, while rings can have +all manner of unpleasant effects on you. If you are lucky, you might find +magic which can rid you of cursed items. +.PP +Items like scrolls, potions and some other types each have a characteristic, +like a label or a colour, which will let you tell them apart on the basis of +their function. However, these characteristics change between each game, so +while in one game every potion of healing may be yellow, in another game they +might all be purple and bubbly. Once you have discovered the function of such +an item, you will remember it for the rest of the current game. You can access +your item discoveries with the '\' key. +.PP +A very useful command is the 'V' key, which gives you a description of what an +item does. This is particularly useful when comparing different types of +weapons, but don't expect too much information from examining unidentified +items. +.PP +.IP SPELLCASTING +.PP +Magical spells are a very important part of surviving in the dungeon. Every +character class can make use of magical spells, although those who enter the +dungeon without magical skills must practise by reading scrolls before they +can attempt spellcasting. +.PP +Spells are stored in books, which you will occasionally find in the dungeon. +Each spell has a Level, which denotes the amount of skill required to use it +as well as indicating how powerful it may be. You can only memorise a certain +number of levels of spells; type 'M' to find out how many. When you gain +experience levels, you can memorise more, and you will need to save up for +several levels to memorise the more powerful spells. When you cast a spell, +you temporarily expend some of your magical energy as well as becoming +hungrier (although more powerful spellcasters hunger less quickly from using +magic). +.PP +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 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. +.PP +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. +.PP +Some spells are directional, and require you to enter a direction in the same +way as you would when shooting a missile or zapping a wand. Some spells +require the proper materials to be present before they will work; for example, +to animate a skeleton with the necromantic spell, you must stand on a space +where a skeleton is on the top of the stack of items. +.PP +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. +.PP +.IP MONSTERS +.PP +In the caverns of Crawl, you will find a great variety of creatures, many of +whom would very much like to eat you. To stop them doing this, you will need +to fight. To attack a monster, stand next to it and move in its direction; +this makes you attack it with your wielded weapon. Of course, some monsters +are just too nasty to beat, and you will find that discretion is often the +better part of valour. +.PP +Some monsters can be friendly; friendly monsters will follow you around and +fight on your behalf (you gain 1/2 the normal experience points for any kills +they make). You can command your allies using the '!' key, which lets you +either shout to attract them or tell them who to attack. +.PP +.SH ENVIRONMENT VARIABLES +.IP CRAWL_NAME +Default name for your character. +.IP CRAWL_PIZZA +Your favourite pizza topping. +.IP CRAWL_DIR +The directory where your macros and character dumps are stored. +.IP CRAWL_RC +A pointer to the file containing your default settings. +.PP +.SH FILES +.IP "/usr/lib/games/crawl/bone*" +The bones files. +.IP "/usr/lib/games/crawl/score" +The high score list. +.IP "$CRAWL_DIR/macro.txt" +The macro resource file. +.IP "$CRAWL_DIR/morgue.txt" +A character dump of your last death. +.IP "$CRAWL_RC, $CRAWL_DIR/init.txt, $HOME/.crawlrc" +Default settings. + +.SH BUGS +Lots. +.PP +Avoid the labyrinth... you may not be able to get out. + +.SH AUTHORS +Copyright 1997, 1998, 1999 Linley Henzell |