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+.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