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authordolorous <dolorous@c06c8d41-db1a-0410-9941-cceddc491573>2009-02-25 18:52:47 +0000
committerdolorous <dolorous@c06c8d41-db1a-0410-9941-cceddc491573>2009-02-25 18:52:47 +0000
commit20f905a51cbfd2b378a94bafc16826e7625f9b6d (patch)
treeb6969ca6047394bf90be729f89437209e9e972ea /crawl-ref/docs/crawl_manual.txt
parent6c25c0eee6017f234b44fce40868426124d2e996 (diff)
downloadcrawl-ref-20f905a51cbfd2b378a94bafc16826e7625f9b6d.tar.gz
crawl-ref-20f905a51cbfd2b378a94bafc16826e7625f9b6d.zip
Add more miscellaneous fixes to the manual.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9218 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/docs/crawl_manual.txt')
-rw-r--r--crawl-ref/docs/crawl_manual.txt191
1 files changed, 96 insertions, 95 deletions
diff --git a/crawl-ref/docs/crawl_manual.txt b/crawl-ref/docs/crawl_manual.txt
index 6002a4abb3..e2c26c91bf 100644
--- a/crawl-ref/docs/crawl_manual.txt
+++ b/crawl-ref/docs/crawl_manual.txt
@@ -252,8 +252,8 @@ Stealth: Another internal variable like Magic Resistance. First,
There are many ailments or enchantments that can temporarily befall you.
These are noted in the stats area below the experience line. Many of
-them are self-explaining, like Pray, or Hungry. Many others, however,
-can be subtle, and a full list with explanations is given in Appendix 5.
+them are self-explaining, like Pray or Hungry. Many others, however, can
+be subtle, and a full list with explanations is given in Appendix 5.
Monsters within your field of vision are listed on a special panel, the
monster list. Single monsters also get indicators of their health status
@@ -293,9 +293,9 @@ Resting and Searching
If you press Shift and '5' on the numeric keypad (or just the number '5'
on the keyboard), you rest for 100 turns or until your hit points or
magic return to full, whichever is sooner. You can rest for just one
-turn by pressing '.', Delete, 's', or '5' on the keypad. Whenever you
-are resting, you are assumed to be observing your surroundings, so you
-have a chance of detecting any traps or secret doors near you.
+turn by pressing '.', Delete, 's' or '5' on the keypad. Whenever you are
+resting, you are assumed to be observing your surroundings, so you have
+a chance of detecting any traps or secret doors near you.
Resting stops if a monster appears.
@@ -338,19 +338,18 @@ Doors and Traps
Doors can usually be opened by just walking into them (there is an
option for disabling this); else this can also be done using the 'O'
command. They can be closed with the 'C' command. Pressing Ctrl plus
-a direction, or '*', followed by a direction, will open/close doors,
-too.
-
-If there is no door in the indicated space, both Ctrl-direction and *
-direction will attempt to attack any monster which may be standing there
-(this is the only way to attack a friendly creature hand-to-hand). If
-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
+a direction, or '*' followed by a direction, will open/close doors, too.
+
+If there is no door in the indicated space, both Ctrl-direction and
+'*'-direction will attempt to attack any monster which may be standing
+there (this is the only way to attack a friendly creature hand-to-hand).
+If there is no creature there, you will attempt to disarm any trap in
+the target square. If there is apparently nothing there, you will still
attack it, just in case there's something invisible lurking around.
A variety of dangerous and irritating traps are hidden around the
-dungeon. Traps look like normal floor until discovered. Some traps
-can be disarmed with the Ctrl-direction commands.
+dungeon. Traps look like normal floor until discovered. Some traps can
+be disarmed with the Ctrl-direction commands.
Shops
-----
@@ -397,7 +396,7 @@ the cursor on that square. See Appendix 4 for all commands and shortcuts
in level-map mode.
Another use of autotravel is exploration: 'o' makes your character move
-to the nearest unexplored area. This can be dangerous -- do not use it
+to the nearest unexplored area. This can be dangerous - do not use it
when known hostiles are around! Also note that this algorithm is not
optimal: By manual exploration you can save turns, but auto-explore will
usually save real time.
@@ -590,7 +589,7 @@ There are several general keys for item management:
'g' pick up item from the ground (also with the comma key ',')
for several items press 'g' or ',' twice to get a pickup menu
'=' reassign item slot (works also for spell slots and abilities)
-'i' shows inventory -- pressing the key of an item shows additional
+'i' shows inventory - pressing the key of an item shows additional
information
'{' inscribe item (see Appendix 6)
'\' check list of already discovered items
@@ -685,7 +684,7 @@ using 'f' to fire).
( Missiles
----------
If you would rather pick off monsters from a safe distance, you will
-need missiles for your sling, bow, or other appropriate launcher.
+need missiles for your sling, bow or other appropriate launcher.
Several kinds of missiles, such as javelins, are effective when simply
thrown; other kinds require you to wield an appropriate device to
inflict worthwhile damage. Missiles have only one "plus" value, which
@@ -697,8 +696,8 @@ on the main screen beneath your wielded weapon. The quivered item
will always be what Crawl thinks is most likely to be what you want.
Thus it will either be an item you previously chose and fired (with
'f') or directly quivered (with 'Q'), or the item in your inventory
-that ranks highest in fire_order -- if there are several of similar
-order the one with the lowest inventory slot is chosen.
+that ranks highest in fire_order - if there are several of similar
+order, the one with the lowest inventory slot is chosen.
See Appendix 6 (Inscriptions) for inscriptions which let you fine-tune
the list of items to choose from. See also the Missiles section of
@@ -707,7 +706,7 @@ options_guide.txt.
The firing interface also allows you to manually select an item to
throw with 'i'; but it may not be very effective if you lack the
correct launcher. At times it is sensible to throw weapons like
-spears, daggers, or hand axes.
+daggers, clubs, spears or hand axes.
Use the '(', ')' to cycle through your quiver without firing, and 'Q'
to choose the quivered item. If you'd like to throw something without
@@ -951,11 +950,11 @@ There are many skills related to magic, the principal one being
Spellcasting. This determines the number of Magic available and higher
Spellcasting helps at several places when spells are involved. Next
there are several general areas (Conjuration, Enchantment, Summoning,
-Necromancy, Translocation, Transmigration, and Divination) as well as
-several elemental areas (Fire, Ice, Air, and Earth) and, finally,
-Poison. A particular spell can belong to (and thus train) up to three
-areas. Being good in the areas of a spell will improve the casting
-chance and in many cases the effect as well.
+Necromancy, Translocation, Transmigration and Divination) as well as
+several elemental areas (Fire, Ice, Air and Earth) and, finally, Poison.
+A particular spell can belong to (and thus train) up to three areas.
+Being good in the areas of a spell will improve the casting chance and,
+in many cases, the effect as well.
Spells are stored in books, which you will occasionally find in the
dungeon. You can read books with 'r' to check what spells they contain;
@@ -987,7 +986,7 @@ with a Magic Dart.
High level spells are difficult to cast, and you may miscast them every
once in a while (resulting in a waste of magic and possibly dangerous
side-effects). Your chance of failing to cast a spell properly depends
-on your skills, your intelligence, the level of the spell, and whether
+on your skills, your intelligence, the level of the spell and whether
you are wearing heavy armour. Failing to cast a spell exercises your
spell skills, but not by as much as casting it successfully.
@@ -1012,9 +1011,9 @@ well as you, if not better, and often use it intelligently.
I. TARGETING
------------------------------------------------------------------------
-When throwing something, or zapping certain wands, or casting spells,
-you are asked for a direction. There are several ways to tell Crawl
-which monster to target. (The following list assumes the option setting
+When throwing something, zapping certain wands or casting spells, you
+are asked for a direction. There are several ways to tell Crawl which
+monster to target. (The following list assumes the option setting
default_target = true which is default.)
You can press '?' when asked for a direction; this will bring up a help
@@ -1027,13 +1026,12 @@ screen. Else, you use the following commands:
nearer to further away. Similarly, '-' cycles backwards.
- Any direction key moves the cursor by one square. Occasionally, it
can be useful to target non-inhabited squares.
- - When you are content with your choice of target, press one of '!'
- Del, Enter, or Space to fire at the target. If you press '.'
- (period), you also fire, but the spell/missile will stop at the
- target's square if it misses. This can be useful to keep friendlies
- out of the fire, and is also the only way to attack submerged
- creatures. You can press Escape if you changed your mind -- no turns
- are deducted.
+ - When you are content with your choice of target, press one of '!',
+ Del, Enter or Space to fire at the target. If you press '.', you also
+ fire, but the spell/missile will stop at the target's square if it
+ misses. This can be useful to keep friendlies out of the fire, and is
+ also the only way to attack submerged creatures. You can press Escape
+ if you changed your mind - no turns are deducted.
There are some shortcuts while targeting:
- Typing Shift-direction on your keypad fires straight away in that
@@ -1047,14 +1045,14 @@ There are some shortcuts while targeting:
It is possible to target yourself: obviously beneficial effects like
hasting or healing will actually target the cursor on you, leaving to
-you only the pressing of '.', Enter, etc. -- except if you want to heal
+you only the pressing of '.', Enter, etc. - except if you want to heal
or haste someone else. If you target yourself while firing something
harmful (which can be sensible at times), you will be asked for
confirmation.
Finally, there are some more targeting related commands:
- Ctrl-F changes which monsters are cycled when using '+', '=' or '-':
- hostiles, friends, or all monsters.
+ hostiles, friends or all monsters.
- ( and ) allow to change the ammunition. This is useful when you have
several types of appropriate ammunition, say poisoned needles and
curare needles. Your last usage will be remembered. Note that you can
@@ -1066,11 +1064,11 @@ Finally, there are some more targeting related commands:
J. RELIGION
------------------------------------------------------------------------
-There are a number of gods, demons, and other assorted powers who will
+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 --
+inconvenience you can always renounce your faith (use the 'a' command -
but most gods resent being scorned).
The 'p' command lets you pray to your god. Most gods take note of your
@@ -1093,7 +1091,7 @@ asked afterwards if you really want to attend this circle.
Note that the good gods will not accept demonic or undead devotees.
If you like to start the game with a religion, choose your class from
-Healer, Priest, Paladin, Berserker, Chaos Knight, or Death Knight (the
+Healer, Priest, Paladin, Berserker, Chaos Knight or Death Knight (the
last only if you draw your power from your god, instead of from
necromancy).
@@ -1111,13 +1109,13 @@ the 'a' command to activate any mutations which can be controlled. Many
mutations are actually beneficial to the characters, but there are
plenty of nasty ones as well. Many mutations have three levels, each of
which counts as a single mutation. Some changes to the primary
-attributes Strength, Intelligence, and Dexterity (apart from those by
-levelling) are also handled as mutations -- in particular, these are not
+attributes Strength, Intelligence and Dexterity (apart from those by
+levelling) are also handled as mutations - in particular, these are not
permanent.
You can also become mutated by overusing certain powerful enchantments,
particularly Haste (not the kind you get from being berserk) and
-Invisibility, as your system absorbs too much magical energy -- but you
+Invisibility, as your system absorbs too much magical energy - but you
would have to spend almost all of your time hasted or invisible to be
affected. However, some powerful items also radiate dangerous levels of
magical energy. More often than not, the mutations caused by magical
@@ -1194,7 +1192,7 @@ this manual describes. Stone Soup's release versions were restarted at
0.1 to avoid confusion with the existing plethora of Crawl versions.
It should be mentioned that there have been other Crawl variants over
-the years, among them Ax-Crawl, Tile Crawl, and Dungeon Crawl
+the years, among them Ax-Crawl, Tile Crawl and Dungeon Crawl
Alternative.
The object of your quest in Crawl (the Orb of Zot) was taken from
@@ -1221,7 +1219,7 @@ For more information on both and for examples, see macros_guide.txt.
Crawl supports a large number of options that allow for great
flexibility in the interface. They are fully documented in the file
options_guide.txt. The options themselves are set in the file
-~/.crawlrc (for UNIX systems -- copy over init.txt to ~/.crawlrc) or
+~/.crawlrc (for UNIX systems - copy over init.txt to ~/.crawlrc) or
init.txt (for Windows).
Several interface routines are outsourced to external Lua scripts. The
@@ -1229,7 +1227,7 @@ standard distribution has them in the lua/ directory. Have a look at the
single scripts for short descriptions.
Generally, Crawl should run swiftly on all machines (it compiles out of
-the box for Linux, Windows, OS X, and to some lesser extent DOS and
+the box for Linux, Windows, OS X and, to some lesser extent, DOS and
Unix). If, for some reason, you find Crawl runs unacceptably slowly on
your machine, there are a few measures which may improve the situation:
- avoid greedy autoexplore
@@ -1262,7 +1260,7 @@ Major design goals:
Minor design goals:
* clarity (playability without need for spoilers)
* internal consistency
- * replayability (using branches, races, playing styles, and gods)
+ * replayability (using branches, races, playing styles and gods)
* proper use of out of depth monsters
Balance
@@ -1338,9 +1336,9 @@ roguelikes, there are strong forces driving characters deeper.
Interface
---------
-The interface is radically designed to make gameplay easy -- this sounds
+The interface is radically designed to make gameplay easy - this sounds
trivial, but we mean it. All tedious, but necessary, chores should be
-automated. Examples are long-distance travel, exploration, and taking
+automated. Examples are long-distance travel, exploration and taking
notes. Also, we try to cater for different preferences: both ASCII and
tiles are supported; as are vi-keys and numpad. Documentation is plenty,
context-specific and always available in-game. Finally, we ease getting
@@ -1352,8 +1350,8 @@ Things ought to work in an intuitive way. Crawl definitely is winnable
without spoiler access. Concerning important but hidden details (i.e.
facts subject to spoilers) our policy is this: The joy of discovering
something spoily is nice, once. (And disappears before it can start if
-you feel you need to read spoilers -- a legitimate feeling.) The joy of
-dealing with ever-changing, unexpected, and challenging strategic and
+you feel you need to read spoilers - a legitimate feeling.) The joy of
+dealing with ever-changing, unexpected and challenging strategic and
tactical situations that arise out of transparent rules, on the other
hand, is nice again and again.
@@ -1365,7 +1363,7 @@ Consistency
-----------
While there is no plot to speak of, the game should still be set in
a consistent Crawl universe. For example, names of artefacts should fit
-the mood, vaults should be sensibly placed, and monsters should somehow
+the mood, vaults should be sensibly placed and monsters should somehow
fit as well. Essentially, this is about player immersion. As such, it's
good to have in mind, but consistency is always secondary to gameplay.
A typical example is player vs monster behaviour: while we try to make
@@ -1552,7 +1550,7 @@ although they can also use longer swords quite well.
As spellcasters, they tend to be quite good in specific areas. Their
mystical relationship with water makes it easier for them to use
-divination, poison, and ice magics... which use water occasionally as a
+divination, poison and ice magics... which use water occasionally as a
material component. The legendary water magic of the Merfolk was lost
in ancient times, but some of that affinity still remains. The
instability of their own morphogenic matrix has made them very
@@ -1605,7 +1603,7 @@ Spriggans
Spriggans are small magical creatures distantly related to Elves. They
love to frolic and cast mischievous spells.
-They are poor fighters, have little physical resilience, and are
+They are poor fighters, have little physical resilience and are
terrible at destructive magic - conjurations, summonings, necromancy
and elemental spells. On the other hand, they are excellent at other
forms of magic, and are very good at moving silently and quickly. So
@@ -1621,7 +1619,7 @@ 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
+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
@@ -1668,14 +1666,14 @@ patches of thick fur, and their mouths are full of ichor-dripping fangs.
They can rip creatures apart with their claws, and regenerate very
quickly from even the most terrible wounds. They learn very slowly
-indeed -- as slowly as High Elves -- and need a great amount of food to
+indeed - as slowly as High Elves - and need a great amount of food to
survive.
Minotaurs
---------
-The Minotaurs are yet another race of hybrids -- Human bodies with
-bovine heads. They delve into the Dungeon because of their instinctive
-love of twisting passageways.
+The Minotaurs are yet another race of hybrids - Human bodies with bovine
+heads. They delve into the Dungeon because of their instinctive love of
+twisting passageways.
Minotaurs are extremely good at all forms of physical combat, but are
awful at using any type of magic. They can wear all armour except for
@@ -1749,7 +1747,7 @@ on the part of the player.
Demigods
--------
-Demigods are mortals (Humans, Orcs, or Elves, for example) with some
+Demigods are mortals (Humans, Orcs or Elves, for example) with some
divine or angelic ancestry, however distant; they can be created by a
number of processes, including magical experiments and the time-honoured
practice of interplanar miscegenation.
@@ -1758,19 +1756,19 @@ Demigods look more or less like members of their mortal part's race, but
have excellent attributes (Str, Int, Dex) and are extremely robust; they
can also draw on great supplies of magical energy. On the downside, they
advance very slowly in experience, gain skills slightly less quickly
-than Humans, and, due to their status, cannot worship the various gods
+than Humans and, due to their status, cannot worship the various gods
and powers available to other classes of being.
Demonspawn
----------
-Demonspawn are horrible half-mortal, half-infernal creatures -- the flip
+Demonspawn are horrible half-mortal, half-infernal creatures - the flip
side of the Demigods. Demonspawn can be created in any number of ways:
magical experiments, breeding, unholy pacts, etc. Although many
Demonspawn may be indistinguishable from those of pure mortal stock,
they often grow horns, scales or other unusual features. Powerful
members of this class of beings also develop a range of unholy
-abilities, which are listed as mutations (and can sometimes be
-activated with the 'a' command).
+abilities, which are listed as mutations (and can sometimes be activated
+with the 'a' command).
Demonspawn advance quite slowly in experience and learn most skills at
about the same rate as do Demigods. However, they are a little better
@@ -1798,7 +1796,7 @@ Mummies
of death, but cannot use some types of necromancy which only affect
living creatures. The side effects of necromantic magic tend to be
relatively harmless to Mummies. However, their desiccated bodies are
- highly flammable. They also do not need to eat or drink, and, in any
+ highly flammable. They also do not need to eat or drink and, in any
case, are incapable of doing so.
Ghouls
@@ -1816,11 +1814,11 @@ Vampires
Vampires are another form of undead, but with a peculiarity: by
consuming fresh blood, they may become alive. A bloodless Vampire has
all the traits of an undead, yet possesses no innate healing power at
- all -- in particular, magical items or spells which increase the rate
+ all - in particular, magical items or spells which increase the rate
of regeneration will not work. On the other hand, a Vampire full with
blood will regenerate very quickly, but lose all undead powers.
Vampires can never starve. Upon growing, they learn to transform into
- quick bats, and, later, how to draw potions of blood from fresh
+ quick bats and, later, how to draw potions of blood from fresh
corpses.
@@ -1838,7 +1836,7 @@ Note: Use 'A' to check for which particular peculiarities a species
In your quest, you play as one of a large number of different types of
characters. Although each has its own strengths and weaknesses, some are
definitely easier than others, at least to begin with. The best classes
-for a beginner are probably Fighters, Gladiators, and Berserkers; if you
+for a beginner are probably Fighters, Gladiators and Berserkers; if you
really want to play a magician, try a Conjurer. However, not all species
are equally well suited for all classes. The lighter coloured choices
on the selection screen are generally considered to be the more
@@ -1850,16 +1848,16 @@ size or body shape, some characters start with a different inventory.
Fighters:
---------
-Fighters usually start with a decent weapon, a suit of heavy armour, and
+Fighters usually start with a decent weapon, a suit of heavy armour and
a shield. They have a good general grounding in the arts of fighting.
Gladiators:
-----------
The Gladiator has been trained to fight in the ring, and so is versed
-in the art of fighting but is not so good at anything else. In fact,
+in the art of fighting, but is not so good at anything else. In fact,
Gladiators have never learned anything except bashing monsters with
heavy things. They start with a nasty weapon, a small shield, light
-armour, a helmet (if they can wear one), and some nets or stones.
+armour, a helmet (if they can wear one) and some nets or stones.
Monks:
------
@@ -1886,13 +1884,13 @@ Priests:
Priests serve either Zin, the ancient and revered God of Law, or
Yredelemnul, the rather less pleasant God of Death. In addition, Hill
Orcs may choose to follow the Orc god Beogh instead. Priests enter the
-dungeon with a traditional weapon, a priestly robe, and a few healing
+dungeon with a traditional weapon, a priestly robe and a few healing
potions.
Chaos Knights:
--------------
The Chaos Knight is a fighter who chooses to serve one of the Gods of
-Chaos. There are three choices: Xom, Makhleb, or Lugonu. Xom is a very
+Chaos. There are three choices: Xom, Makhleb or Lugonu. Xom is a very
unpredictable (and possibly psychotic) entity who rewards or punishes
according to whim. Makhleb the Destroyer is a more purposeful God, who
appreciates destruction and offers a variety of very violent powers to
@@ -1929,7 +1927,7 @@ complement their deadliness in hand combat.
Magicians: These are not a class, but a type of class, including
Wizards, Conjurers, Enchanters, Summoners, Necromancers, various
Elementalists, Venom Mages, Transmuters and Warpers. Magicians are
-the best at using magic. They start with a knife, a robe, and a book
+the best at using magic. They start with a knife, a robe and a book
of spells which should see them through the first several levels.
Wizards:
@@ -1982,7 +1980,7 @@ changes in themselves and others.
Elementalists:
--------------
Elementalists are magicians who specialise in one of the four types
-of elemental magic: air, fire, earth, or ice.
+of elemental magic: air, fire, earth or ice.
Fire Magic tends towards destructive conjurations.
@@ -2011,7 +2009,7 @@ Thieves:
The Thief is one of the trickiest classes to play. Thieves start out
with a large variety of useful skills, and need to use all of them to
survive. They enter the Dungeon with a short sword, a hand crossbow,
-some darts, and light armour.
+some darts and light armour.
Assassins:
----------
@@ -2026,7 +2024,7 @@ some ammunition, as well as an edged weapon and a set of leathers.
Artificers:
-----------
-Artificers are attuned to gadgets, mechanics, and magic elicited from
+Artificers are attuned to gadgets, mechanics and magic elicited from
arcane items, as opposed to casting magic themselves. As a consequence,
they enter the Dungeon with an assortment of wands or a rod of striking.
Artificers are skilled at evoking magical items and finding Traps and
@@ -2151,7 +2149,7 @@ 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
+ 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
@@ -2170,7 +2168,7 @@ armour, allowing you to move more freely and gain more protection. When
you look at an armour's description (from within the inventory), you can
see in particular show you how cumbersome it is. This is measured by the
Evasion modifier. Most armours with EV penalty of 0 or -1 are considered
-light, and all others are considered heavy -- except for Elven armour
+light, and all others are considered heavy - except for Elven armour
(which is light).
Walking and fighting in heavy armour will train the Armour skill. If the
@@ -2200,7 +2198,7 @@ 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 other short blades, and less useful
+dagger, slightly less effective with other short blades and less useful
(although by no means of negligible effect) with any other weapon.
Shields:
@@ -2302,7 +2300,7 @@ Dungeon interaction:
else attacks without move (even if no monster is
seen).
< Use staircase to go higher, also enters shops.
- > Use staircase to go deeper, or enters branch.
+ > Use staircase to go deeper, also enters branch.
; Examine occupied tile, also causes auto-pickup.
x Examine surroundings mode, see below. Has '?'
help.
@@ -2462,14 +2460,14 @@ the name of the level and a hint on the help screen. You can use the
level_map_title option to get rid of that.
Esc, Space Leave level map.
? Level map help.
- - Scroll level map up
- + Scroll level map down
+ - Scroll level map up.
+ + Scroll level map down.
direction Move cursor.
Shift-direction Move cursor in bigger steps (check the option
or / direction level_map_cursor_step).
- . Travel to cursor (also Enter, Del and , and ;)
- (if the cursor is on the character, move cursor
- to last travel destination instead).
+ . Travel to cursor (also Enter, Del, ',' and ';').
+ If the cursor is on the character, move cursor
+ to last travel destination instead.
< Cycle through up stairs.
> Cycle through down stairs.
^ Cycle through traps.
@@ -2520,13 +2518,13 @@ target_oos = true (if using this, check the option target_los_first).
Targeting
---------
Targeting mode is similar to examining surroundings. It is activated
-whenever you fire projectiles, zap a wand, or cast spells which use
+whenever you fire projectiles, zap a wand or cast spells which use
targets. All of the commands described for examination of surroundings
work, with the exception of Space (which fires).
Esc or x Stop targeting.
? Special help screen.
. or Enter Fire at cursor direction (also Del and Space).
- ! Fire at cursor position, and stop there with
+ ! Fire at cursor position and stop there with
slightly reduced impact. This can be useful to
avoid damaging pets, or to attack submerged
water creatures.
@@ -2728,15 +2726,18 @@ some commands:
this inscription)
=s If stash tracking is explicit, then dropping this item will
cause a stash to automatically be marked.
- =f item is excluded when cycling ammunition and from automatic quivering
- +f item is included when cycling ammunition and in automatic quivering
+ =f item is excluded when cycling ammunition and from automatic
+ quivering
+ +f item is included when cycling ammunition and in automatic
+ quivering
!D prompt before performing an action that might destroy this item
If you're attempting to destroy an item thus inscribed by
- sacrificing it, destroying a weapon, or burning a book in the
- name of various deities, the game won't even ask you for
+ sacrificing it, destroying a weapon or burning a book in the
+ names of various deities, the game won't even ask you for
confirmation but silently ignore this item. It also protects
against accidentally casting Sticks to Snakes on your favourite
- weapon. Won't protect against lava accidents or hungry jellies.
+ weapon. However, it won't protect against lava accidents or
+ hungry jellies.
You can use the autoinscribe option to have some items automatically
inscribed. See options_guide.txt for details. Some examples are