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+ DUNGEON CRAWL Stone Soup v0.1.3.
+ - the manual -
+
+Contents
+--------
+A. Overview
+B. Starting Screen
+C. Abilities and Stats
+D. Dungeon Exploration
+E. Experience and Skills
+F. Monsters
+G. Items
+H. Spellcasting
+I. Religion
+J. Mutations
+K. Keymaps, Macros, Options
+L. Licence, Contact, History
+M. Philosophy
+X.1 List of Species
+X.2 List of Classes
+X.3 List of Skills
+X.4 Keys and Commands
+X.5 List of Enchantments
+
+
+--------------------------------------------------------------------------------
+A. Overview
+--------------------------------------------------------------------------------
+
+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.
+
+Detailed instructions for playing Crawl follow. If you want to get into the game
+quickly, read the quick-start guide (quickstart.txt) and learn as you play.
+Otherwise, it may be worth your while to read at least part of this file
+(although it will probably confuse you somewhat). Read at least the disclaimer
+in section L of this document and the licence.txt file, though.
+
+
+--------------------------------------------------------------------------------
+B. STARTING SCREEN
+--------------------------------------------------------------------------------
+
+After starting Crawl, you'll be asked to type in a name. If there is a saved
+game of that character, it will be restored, otherwise you proceed choosing race
+and class (this can be done in either order). The choice ofspecies affects
+several important characteristics, in particular the speed with which the
+different skills are learned. This is very important, and helps to differentiate
+clearly the 26 available races. To be complete, the following factors are
+species-dependent:
+
+Major: o Your choice of classes
+ o Your rate of level advancement
+ o Your rate of skill advancement
+ o Your initial primary attributes (this also depends on class)
+
+Minor: o Occasional bonus points added to some primary attributes
+ o The amount of hit points you get each level
+ o The amount of magic points you get each level
+ o Your initial equipment (this also depends on class)
+ o Various special abilities and powers
+
+Note that Humans are the average to which all other races are compared.
+
+The choice of class is definitely less decisive than that of species in Crawl.
+Basically, it settles what the character has learned prior to entering the
+dungeon (i.e. the starting skills), and also has impact on equipment and
+hit/magic points at start.
+
+Some species are slower than humans in most/all skills. For some classes these
+races may seem to have very few skills because they haven't quite earned the
+first level of several of their skills (Centaurs are notable in this regard...
+although non-human Wanderers can appear to start with no apparent skills at
+all). This isn't a bug or an oversight, these species are just particularly
+weaker than humans at these classes.
+
+You will notice that no species (except Humans) has access to all classes.
+Looking at the available combinations should give you a rough impression about
+the weaknesses and strengths of the different races.
+
+For some combinations of race and class, some further choices have to be made,
+e.g. of starting god for Chaos Knights, or of starting weapon for Fighters.
+
+
+--------------------------------------------------------------------------------
+C. ATTRIBUTES AND STATS
+--------------------------------------------------------------------------------
+
+The stat area tp the right of the playing map shows a lot of numbers. These
+describe different aspects of the hero. The most basic ones are
+
+Hit points: A measure of life force. Death results from hitpoints dropping
+----------- to zero or less (although there are additional ways to die).
+ The main screen shows hit points in the format HP: 8/10
+ which means that the number of maximal hit points is 10, from
+ which the character currently has 8. Resting (by pressing 's',
+ '.', Del will slowly restore hit points; for longer resting use
+ '5' or Shift-Num-5).
+
+ Some very battle-fixated characters may end up with more than
+ 250 hit points, yet some spellcasters are known to have finished
+ the game victorious with less than 100 hit points.
+
+Magic points: A measure of magic or other intrinsic power. This is used for
+------------- spellcasting, but also berserking and invoking of many special
+ abilities. Displayed in a style similar to hit points, nothing
+ bad happens if these drop to zero. Resting restores these, too.
+
+ It is uncommon to have more than 50 magic points (without using
+ external devices).
+
+Level: Starting characters have experience level 1; the highest level
+------ is 27. The current level is displayed in the stat area after
+ "Experience". Gaining a level nets additional hit and magic
+ points, as well as spell slots and sometimes primary attributes.
+
+The following primary attributes describe the abilities of a character to fight,
+dodge, learn spells etc. They grow permanently from gaining levels, and
+temporary from using appropriate artefacts or abilities. Crawl has only three:
+
+Strength: Affects the amount of damage you do in combat, as well as how
+--------- much stuff you can carry.
+
+Intelligence: Affects how well you can cast spells as well as your ability
+------------- to use some magical items.
+
+Dexterity: Affects your accuracy in combat, your general effectiveness
+---------- with missile weapons, your ability to dodge attacks aimed at
+ you, and your ability to use thiefly skills such as
+ backstabbing and disarming traps. Although your dexterity does
+ not affect your evasion score (EV) directly, any calculation
+ involving your EV score also takes account of your dexterity.
+
+Furthermore, the following numbers settle the appearance of your character.
+
+Armour Class: Also called AC, when 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.
+ In both cases, more is better.
+
+Evasion: Also called EV, this helps you to avoid being hit by unpleasant
+-------- things.
+
+Gold: This is how much money you're carrying. Money adds to your
+----- final score, and can be used to purchase items in shops.
+
+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 species, the creatures you will meet deeper in the
+ dungeon are better at casting spells and are more likely to be
+ able to affect you. MR is an internal variable, so you can't see
+ what yours is.
+
+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.
+
+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 X.5.
+
+
+--------------------------------------------------------------------------------
+D. EXPLORING THE DUNGEON
+--------------------------------------------------------------------------------
+
+Movement:
+---------
+You can make your character walk around with the numeric keypad (try both
+Numlock on and off) or the "Rogue" keys (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.
+
+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 adjacent to you.
+
+Examining:
+----------
+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. 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.
+
+Staircases and Portals:
+-----------------------
+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.
+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 '>'.
+
+Doors and Traps:
+----------------
+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.
+A variety of dangerous and irritating traps are hidden around the dungeon. Traps
+look like normal floor until discovered. Some traps can be disarmed with the
+control-direction commands.
+
+Shops:
+------
+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. 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 buy goods from a disreputable
+adventurer like you, anyway?).
+
+Automated Travel and Exploration:
+---------------------------------
+Crawl has an extensive automated travel command: pressing Ctrl-G lets you chose
+any dungeon level, the game will then take the shortest path to reach this
+destination. You can use autotravel also on the level map: move the cursor to
+the place where you want to go and hit Enter. There are several shortcuts when
+choosing destinations: try '<' and '>' to quickly reach the staircases. When
+your autotravel gets interrupted, Crawl will remember the previous destination.
+Hitting Ctrl-G again and following with Enter puts the cursor on that square.
+See appendix X.4 for all commands and shortcuts in level-map mode.
+Another use of autotravel is exploration: Ctrl-O makes your character move
+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; yet auto-explore will probably save real-time.
+
+Stashes and Searching:
+----------------------
+Since you can only carry 52 items, you will want to safely stash things away
+at some time. Pressing Ctrl-S tells Crawl to consider all items on the square
+as a Stash (this is only necessary with the option stash_tracking=explicit,
+which is the default; with the other two values manually declaring stashes is
+not necessary). You can use the Find command Ctrl-F to search among your
+stashes; the parser accepts even regular expressions, although you will mostly
+just need strings like 'mutation', 'heal wounds' etc. Ctrl-F also looks among
+items in shops. A list with all places is presented, where objects matching
+the search are (or have been) located; you can then travel there.
+
+The Goal:
+---------
+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 say it will grant immortality or even godhood to
+the one who carries it into the sunlight; many undead creatures seek it in the
+hope that it will restore them to life. But then, some people will believe
+anything. Good luck!
+
+Further Help:
+-------------
+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
+keymaps and macros. See macro.txt in the Docs directory. A full list of all
+default commands (in the various modes) also appears in appendix X.4.
+
+
+--------------------------------------------------------------------------------
+E. EXPERIENCE AND SKILLS
+--------------------------------------------------------------------------------
+
+When you kill monsters, you gain experience points (xp) and 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.
+
+Additionally, the experience you gain is used for your experience pool. This
+pool of points is used up whenever you practice a skill. These skills represent
+proficiency with all areas of endeavour an ambitious adventurer might need in
+the dungeons. They range from different weapon skills (both for close and ranged
+combat) to many magical skills and several additional activities like Dodging or
+Stabbing. See appendix X.3 for a detailed description of all skills present in
+Crawl. It is very important that the learn in which a character learns a skill
+depends solely on race. These so-called aptitudes are hinted at generally in the
+list of species (see appendix X.1).
+
+You can see your character's skills by pressing the 'm' key; the higher the
+level of a skill, the better you are at it. Every time your character gains
+experience points, those points become available to increase skills. You convert
+experience points into skill levels by practising the skill in question (e.g.
+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 next to your experience total on the main screen as
+well as on the skills screen, and the number in blue next to each skill counts
+down from 9 to 0 as you get closer to gaining a level in that skill.
+
+You can elect not to practise a particular skill by selecting it in the skill
+screen (making it turn dark grey). This means that you will be less likely to
+increase that skill when you practise it (and will also not spend as many
+experience points on it). This can be useful for skills like stealth which use
+up points whenever you move. It can also be used on a specific weapon skill if
+you want to spend more points on Fighting, and similarly with magic skills and
+Spellcasting.
+
+Occasionally you fill a manual of a skill which allows to make quick progress in
+this area. Whenever you read it, all free experience is transferred into
+exercising this particular skill. This can be done until a fixed amount of
+experience has been spent that way.
+
+
+--------------------------------------------------------------------------------
+F. MONSTERS
+--------------------------------------------------------------------------------
+
+In the caverns of Crawl, you will find a great variety of creatures, most of
+which are displayed by capital or small letters of the alphabet. Many of them
+would very much like to eat you. To stop them 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.
+
+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.
+
+A special kind of monsters are Uniques. Many of these come up with very nasty
+ideas how to rid the dungeon of you. Treat them very carefully, in particular if
+you meet a unique for the first time.
+
+Other, even rarer, obstacles are statues. These appear in a variety of ways,
+ranging from harmless granite ones (who still often signify something of
+interest) to really dreadful ones. Be alert whenever seeing such a statue. The
+best method to destroy statues is by means of wands of disintegration; you can
+also bash one by brute force, however.
+
+When playing Crawl, you will undoubtely want to develop a feeling for the
+different monster types. For example, some monster leave edible corpses, others
+don't, and still others are sometimes. Guided by intuition, you will soon figure
+out which monsters make the best meals. Likewise, ranged or magic attackers will
+prove a different kind of threat then closed combateers. Learn from past deaths
+and remember which monsters pose the most problems. Try to treat them with
+different measures in future encounters.
+
+
+--------------------------------------------------------------------------------
+G. ITEMS
+--------------------------------------------------------------------------------
+
+In the dungeons of Crawl there are many different kinds of normal and magical
+artefacts to be found and used. Some of them are useful, some are nasty, and
+some give great power, but at a price. Some items are unique; these have
+interesting properties which can make your life rather bizarre for a while.
+They all fall into several classes of items, each of which is used in a
+different way. Here is a general list of what you might find in the course of
+your adventures, how these are displayed and what commands there are to use
+them:
+
+) weapons (use 'w'ield)
+( ammunition (use 't'hrow or 'f'ire)
+[ armour (use 'W'ear and 'T'ake off)
+% food (use 'e'at; also 'D'issect for corpses)
+? scrolls (use 'r'ead)
+! potions (use 'q'uaff)
+/ wands (use 'z'ap)
+= rings (use 'P'ut on and 'R'emove)
+" amulets (use 'P'ut on and 'R'emove)
+\ staves, rods (use 'w'ield for staves; 'E'voke for rods)
++ spellbooks (use 'r'ead and 'M'emorise and 'Z'ap)
+} miscelleneous (use generally 'w'ield and 'E'voke)
+
+There are several general keys for item management:
+'d' drop item
+'g' pick up item from the ground (also with the comma key ',')
+ for several items press 'g' or ',' twice to get a pickup menu
+'=' reassign item slot (works also for spells slots)
+'i' shows inventory
+'v' examine item
+'}' inscribe item
+'\' check list of already discovered items
+
+Item usage:
+-----------
+ You pick items up with the 'g'et or ',' (comma) command and drop them with
+ the 'd'rop command. When you are given a prompt like "drop which item?" 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.
+ Picking up items from one square takes always one turn. Dropping several
+ items in one go takes _more_ turns, so be careful here.
+
+ 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. You can carry at most 52 items at once, and the
+ total weight is bounded by your carrying capacity. Both of these are printed
+ at the top of the inventory screen.
+
+ You can use the adjust command (the '=' key) to change the letters to which
+ your possessions are assigned. This command can be used to change spell
+ letters as well.
+
+ 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.
+
+ 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.
+
+ 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.
+
+ Another useful command is the '{' key which lets you inscribe items with a
+ comment. You can also inscribe commands; in particular inscripting '=k'
+ will cause the item to be completely ingnored from now on (it can only be
+ picked up if all items on that square have the '=k' mark). An item with '@w9'
+ can be wielded with the command 'w9', i.e. regardless of their actual item
+ slot (here 'w'ield could be replaced by any sensible command key, using '*'
+ signifies all keys at once; and the '9' could be substituted by any digit).
+ An item with '!w' demands confirmation before wielding. For more on this, and
+ especially auto-inscription, see crawl-options.txt.
+
+) Weapons:
+----------
+ 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.
+
+ Weapons can be enchanted; when they are identified, they have values which
+ tell you how much more effective they are than an unenchanted version. The
+ first number is the enchantment to-hit, which affects the weapon's
+ accuracy, and the second is its damage enchantment; weapons which are not
+ enchanted are simply '+0'. Some weapons also have special magical effects
+ which make them very effective in certain situations. Some types of hand
+ weapons (especially daggers, spears and hand axes) 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.
+
+ The ' (apostrophe) 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.
+
+( Ammunition:
+-------------
+ 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. At times it also sensible to throw weapons like
+ spears, daggers, or hand axes.
+
+ 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).
+
+[ Armour:
+---------
+ 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 effects
+ can be mitigated by a high Armour skill. Wearing heavy armour also
+ increases your chances of miscasting spells, an effect which is not
+ reduced by your Armour skill.
+
+ A Shield normally affects neither your AC or your evasion, but it lets you
+ block some of the attacks aimed at you and absorbs some of the damage you
+ would otherwise receive from things like dragon breath and lightning
+ bolts. Wearing a shield (especially a large shield) makes you less
+ effective in hand combat. Shields are more effective when you're fighting a
+ small number of foes than when you're surrounded.
+ In general, shields come in three sizes: bucklers, shields, and large
+ shields. All shields can be used with bows and rods, although the penalties
+ make it rather inadvisable for anything other than a buckler.
+
+ 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.
+
+ You can wear armour with the 'W' command, and take it off with the 'T'
+ command.
+
+% Food:
+-------
+ 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.
+
+? Magical Scrolls:
+------------------
+ 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.
+
+! Magical Potions:
+------------------
+ While scrolls tend to affect your equipment or your environment, most
+ potions affect your character in some way. The most common type is the
+ simple healing potion, which restores some hit points, but there are many
+ other varieties of potions to be found. Potions can be quaffed (drunk)
+ with the 'q' command. Try to avoid drinking poisonous potions!
+ By the way, you can also drink from fountains you encounter in the dungeon.
+
+/ Wands:
+--------
+ 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.
+
+=" Rings and Amulets:
+---------------------
+ Magical rings are among the most useful of the items you will find in the
+ dungeon, but can also be some of the most hazardous. They transfer various
+ magical abilities onto their wearer, but powerful rings like 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).
+
+ 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.
+
+\ Staves:
+---------
+ 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 'E' command while you are wielding them.
+
++ Books:
+--------
+ Most books contain magical spells which your character may be able to learn.
+ You can read a book with the 'r' command, which lets you access a
+ description of each spell, or memorise spells from it with the 'M' command.
+ Some books have other special effects, and powerful spellbooks have been
+ known to punish the attentions of incompetent magicians.
+ Occassionally you will find manuals of some skill. Reading these will cause
+ to go your free experience straight into that skill.
+
+% Carrion:
+----------
+ 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.
+ Some classes are less restricted about selfmade food: Trolls can use their
+ claws, so do not need a cutting device. Also Trolls, Orcs, Ogres, and Kobolds
+ care less (in different degrees) about the quality of the corpse. Ogres and
+ Trolls are happy to have corpse-snacks anytime. This does not apply to Ogre
+ Mages, as that race separated itself from the brutish traits of their distant
+ relatives.
+
+{ Miscellaneous:
+----------------
+ These are items which don't fall into any other category. You can use many
+ of them by wielding and 'E'voking them. You can also use some other
+ special items (such as some weapons) by invoking them in this way.
+
+Racial Items:
+-------------
+ Some items have been crafted by members of a gifted race, and have special
+ properties. In addition, items made by a specific race work better in the
+ hands of people of that race.
+
+ Dwarven weapons and armours are very durable, and do not rust or corrode
+ easily.
+
+ Orcish bows/crossbows are particularly effective in combination with orcish
+ arrows/bolts.
+
+ 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.
+
+ Centaurs and Nagas have uniquely shaped bodies. With luck, however, a
+ character of these species might find a Centaur or Naga barding.
+
+
+--------------------------------------------------------------------------------
+H. SPELLCASTING
+--------------------------------------------------------------------------------
+
+Magical spells are a very important part of surviving in the dungeon. Every
+character class can make use of magical spells, although those who enter the
+dungeon without magical skills must practise by reading scrolls before they can
+attempt spellcasting.
+
+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, Enchantments, Summonings, Necromancy, Translocations,
+Transmigration, and Divination) as well as several elemental areas (Fire, Ice,
+Air, and Earth). A particular spell can belong (and thus train) to 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 look what spells they contain. In order to try to
+memorise a certain spell, use the 'M' command. Memorising can take a while. 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).
+
+You activate a memorised spell by pressing 'Z' (for Zap). The spells available
+are labelled with letters; you are free to change this labelling with the '='
+command. You can assign both lowercase and uppercase letters to spells. Some
+spells, for example most damage dealing ones, require a target. This is done in
+the same way as throwing projectiles: chose a direction to fire straight, or
+chose a monster with the '+' or '-' keys and press '.' (or Enter) to fire;
+finally you can manually target by pressing '*'. See appendix X.4 for a list of
+all commands while targeting.
+
+High level spells are difficult to cast, and you may miscast them every once
+in a while (resulting in a waste of magic and possibly dangerous side-effects).
+Your chance of failing to cast a spell properly depends on your skills, your
+intelligence, the level of the spell and whether you are wearing heavy armour.
+Failing to cast a spell exercises your spell skills, but not by as much as
+casting it successfully.
+
+Many of the more powerful spells carry disadvantages or risks; you should read
+the spell description (obtained by reading the spellbook in which you found
+the spell) before casting anything.
+
+There is a completely different way to the usage of spells: via rods. These
+are magical staves holding a number of spells.
+
+Be careful of magic-using enemies! Some of them can use magic just as well as
+you, if not better, and often use it intelligently.
+
+
+--------------------------------------------------------------------------------
+I. RELIGION
+--------------------------------------------------------------------------------
+
+There are a number of Gods, Demons and other assorted Powers who will accept
+your character's worship, and sometimes give out favours in exchange. You can
+use the '^' command to check the requirements of whoever it is that you
+worship, and if you find religion to be an inconvenience you can always
+renounce your faith (use the 'a' command - but some Gods resent being
+scorned!).
+
+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. Note that not all gods like this.
+Praying also gives you a sense of what your God thinks of you, and can be used
+to sacrifice things at altars.
+
+To use any powers which your God deems you fit for, access the abilities menu
+with the 'a' command; God-given abilities are listed as invocations.
+
+Some classes start out religious; others have to pray at an altar to dedicate
+themselves to a life of servitude. There are altars scattered all over the
+dungeon, and your character has heard rumours of a special temple somewhere
+near the surface. At an altar, you can read a description of that god's general
+attitude by pressing 'p'. You will be asked afterwards if you really want to
+attend this circle.
+
+Crawl currently has the following gods:
+ Zin
+ The Shining One
+ Kikubaaqudgha
+ Yredelemnul
+ Xom
+ Vehumet
+ Okawaru
+ Makhleb
+ Sif Muna
+ Trog
+ Nemelex Xobeh
+ Elyvilon
+
+The following gods can be worshipped from the very beginning by some classes:
+ Zin traditional priests
+ Yredelemnul priests of death, and death knights
+ The Shining One paladins
+ Trog berserker
+ Xom chaos knights
+ Makhleb chaos knights
+ Elyvilon healers
+
+
+--------------------------------------------------------------------------------
+J. MUTATIONS
+--------------------------------------------------------------------------------
+
+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. 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. All changes to the
+primary attributes Strength, Intelligence, and Dexterity (apart from those by
+levelling) are handled as mutations - in particular, these are not necessarily
+permanent.
+
+You can also become mutated by overusing certain powerful enchantments,
+particularly Haste (not the kind you get from being berserk) and Invisibility,
+as your system absorbs too much magical energy - but you would have to spend
+almost all of your time hasted or invisible to be affected. However, some
+powerful items radiate dangerous levels of magical energy. More often than
+not, the mutations caused by magical radiations express harmfully.
+
+Furthermore, certain corpses are mutagenic, and there are traps with mutation
+effects. There are some spells invoking mutations.
+
+It is much more difficult to get rid of bad mutations. Am lucky mutation
+attempt can actually remove mutations. However, the only sure fire way is to
+quaff a potion of cure mutation, which will remove three random mutations.
+
+A special case are Demonspawns. Characters of this species get certain special
+powers during their career; these are listed in red. They are permanent and
+can never be removed. If one of your Demonspawn powers has been augmented by a
+mutation, it is displayed in a lighter red colour.
+
+
+--------------------------------------------------------------------------------
+K. KEYMAPS, MACROS, AND OPTIONS
+--------------------------------------------------------------------------------
+
+Crawl supports redefining keys via key maps. This is useful when your keyboard
+layout makes some key awkward to use. You can also define macros: these are
+command sequences which can make playing a great deal more convenient. Note
+that mapping 'a' to some other key will treat almost all pressings of 'a' in
+that new way (including dropping and wielding etc.), so is not recommended.
+Macroing 'a' to some other key will only change the command key 'a'.
+
+You can set up key maps and macros in-game with the ` key, and save them with
+the ~ key. Alternatively, you can directly edit the macros.txt file. For more
+information on both and for examples, see the crawl_macros.txt.
+
+Crawl supports over 100 options which allows for great flexibility in the
+interface. The decisive account on these is in the file crawl_options.txt.
+The options themselves are set in the file .crawlrc (for unix systems) or
+init.txt (for Windows).
+
+Several interface routines are outsourced to external Lua scripts. The standard
+distribution has them in the Lua directory. Have a look at the single scripts
+for short descriptions.
+
+
+--------------------------------------------------------------------------------
+L. LICENCE, CONTACT, HISTORY
+--------------------------------------------------------------------------------
+
+Licence: Read Licence.txt for information about the Crawl licence (which
+ is practically identical to the nethack GPL).
+
+Disclaimer: This software is provided as is, with absolutely no warranty
+ express or implied. Use of it is at the sole risk of the user.
+ No liability is accepted for any damage to the user or to any
+ of the user's possessions.
+
+If you want to discuss Crawl, it's best to stick to the long-standing newsgroup
+ rec.games.roguelike.misc.
+Flag queries with -crawl- as other games are discussed there, as well. All
+topics related to this game usually meet a warm reponse there, including tales
+of victories (going under 'YAVP', i.e. 'Yet Another Victory Post'), especially
+first victories (YAFVP) as well as sad stories of deceased characters (being
+'YAAD' or 'YASD', i.e. 'Yet Another Annoying/Stupid Death').
+
+The Stone Soup branch of Dungeon Crawl has its own homepage located at
+ http://crawl-ref.sourceforge.net
+Use this page for direct links to downloads of the most recent version. You can
+also submit bug reports and feature requests there. Be sure to have a look if
+you bug/feature isn't already in the list. For more complicated requests it
+might be a good idea to discuss them at the newsgroup first.
+
+The history of Crawl is somewhat twisted, as is the case with many open-source
+projects of this size. It started in 1995, when Australian based Linley
+Henzell decided to create a game that takes its cue from Angband and Nethack
+but avoids several things annoying him in both these games. Progress was made
+rapidly, and Linley produced Crawl versions up to 3.30 in March 1999. During
+this time all of the basic design principles discussed in the next section were
+already established. Further work was then carried out by a group of developers
+who released 3.40 in February 2000. Of them, Brent Ross emerged as the single
+maintainer, producing versions until 4.0.0.beta26 in 2002. After a long period
+of silent work, he went a great step by releasing 4.1.2alpha in August 2005.
+This version is generally considered unplayable due to severe balancing issues.
+It is likewise accepted, however, that 4.1.2 contained many valuable ideas for
+future progress. In the meantime, several patches appeared, improving Crawl's
+interface tremendously. Several of them formed a new devteam; after figuring
+out that rebalancing 4.1.2 threatened to become an impossible task, they created
+a new branch. This was coined Stone Soup for some reason, and is the game this
+manual describes.
+
+It should be mentioned that there have been other Crawl variants over the years,
+among them Ax-Crawl by... and Tile Crawl by....
+
+The object of your quest in Crawl (the Orb of Zot) was taken from Wizard's
+Castle, a text adventure written in BASIC.
+
+
+--------------------------------------------------------------------------------
+M. PHILOSOPHY
+--------------------------------------------------------------------------------
+
+You may ponder about the wisdom of certain design decisions of Crawl. This
+section tries to explain some of them. It could also be of interest if you are
+used to other roguelikes and want a bit of background on the differences.
+
+One basic design principle is avoidance of grinding. This explains why shops
+don't buy: otherwise players would hoover the dungeon for items to sell. Of
+course, there are gods accepting all kinds of sacrifices (and thus altar
+grinding) but there are generally better ways to increase piety there. Another
+instance: there's no infinite commidity available: food, monster and item
+generation is generally not enough to support infinite play. Not messing with
+lighting also falls into this category.
+
+Another key feature is clarity: things ought to work in an intuitive way. While
+not true for everything, Crawl probably is winnable without access to spoilers.
+At least that's the hope, and surely there are less hidden tricks than in
+similar games.
+
+The skills and aptitude system is one of the factors for strategic play. It also
+serves to clearly differentiate the many species; thus providing replayability,
+in particular since the class/race combinations are by no means homogeneous in
+difficulty. Note that a rough idea about aptitudes is definitely enough to win,
+yet players can optimise here, as well.
+A weak spot of the current skill system is 'victory dancing', where characters
+spend experience accumulated in a big battle with stupid actions (like casting
+Magic Dart at the wall) in order to increase specific skills.
+
+A very important point in Crawl is steering away from nobrainers. Examples for
+this are the resistances: there are very few permanent sources, most involve a
+choice (like rings or specific armour) or are only semi-permanent (like
+mutations). Another example is the absence of guaranteed wishes (even scrolls of
+acquirement produce random items in general) or sure-fire means of life saving
+(the closest equivalent are controlled blinks).
+
+The branch system of Crawl is devised with replayability in mind: even veteran
+players will find the Hells exciting (which themselves are construed such that
+life endangering situations can always pop up - this tries to avoid the walking
+tank phenomon occurring in many games), and the Tomb is particularly easy only
+for special playing styles.
+
+The deep tactical gameplay Crawl aims for necessitates permanent dungeon levels.
+Many a time characters have to choose between descending or battling. While
+carefulness is a virtue in Crawl as it is in many other roguelikes, there are
+strong forces driving characters deeper.
+
+Finally, there are deliberate choices that allow different playing styles. For
+example, Mummies do not need to eat and so are principally suited for a infinite
+play. Draconians, on the other hand, develop their final form (including
+aptitudes, and sometimes resistances) only at level 7. These are a deviation
+from the usual rule that after choosing a race, the complete future of that
+character lies in the hand of the player.
+
+
+--------------------------------------------------------------------------------
+X.1 LIST OF CHARACTER SPECIES
+--------------------------------------------------------------------------------
+
+Human:
+------
+ Humans tend to be hardworking and industrious, and learn new things quickly.
+ The human race is the most versatile of all the species available to
+ players: humans can be of any class. Humans advance quickly in levels and
+ have equal abilities in all skills.
+
+Elves:
+------
+ There are a number of distinct races of elf in the world. Elves are all
+ physically slight but long-lived people, quicker-witted than humans but
+ sometimes slower to learn new things. Elves are especially good at using
+ those skills which require a degree of finesse, such as stealth, sword-
+ fighting and archery, but tend to be poor at using brute force and inelegant
+ forms of combat. They find heavy armour uncomfortable, and make the finest,
+ lightest armours to be found anywhere. Elves are particularly good at using
+ elven weapons.
+
+ Due to their fey natures, all elves are good at using enchantments and air
+ elemental magic and most are poor at invoking the powers of earth and death
+ (necromancy).
+
+ (Common) Elves:
+ ---------------
+ Those of the most common strain are referred to simply as elves or, when
+ they're not listening, as common elves. Common elves have good intelligence
+ and dexterity, but suffer a bit in strength. They have slightly fewer HP and
+ slightly more magic than humans, and advance in experience a bit more
+ slowly.
+
+ High Elves:
+ -----------
+ High elves are a tall and powerful elven race who advance in levels very
+ slowly, requiring half again as much experience as do humans. They share the
+ same attributes as common elves in most respects, but their strengths and
+ weaknesses tend to be more pronounced.
+
+ Grey Elves:
+ -----------
+ Grey elves also advance slowly, but not as slowly as high elves. They excel
+ at using short and long swords and bows, but are poor at other fighting
+ skills. They are excellent at all forms of magic except for necromancy.
+
+ Deep Elves:
+ -----------
+ The deep elves are an elven race who long ago fled the overworld to live in
+ darkness underground. There they developed their mental powers, evolving a
+ natural gift for all forms of magic (including necromancy and earth magic),
+ and adapted physically to their new environment, becoming shorter and weaker
+ than other elves and losing all colouration. They are poor at hand-to-hand
+ combat but excellent at fighting from a distance.
+
+ Sludge Elves:
+ -------------
+ Sludge elves are a somewhat degenerate race of elves. They are mirror images
+ of normal elves in some respects: they have no special proficiency with bows
+ or swords (long or short), nor do they have any aptitude in the traditional
+ areas of high elven magic (enchantments, conjurations and divinations). On
+ the other hand, they are superlative transmuters, and are comfortable
+ dabbling in necromantic, poison and elemental magic. As fighters they are
+ often more dangerous unarmed than armed. They advance in level slightly
+ faster than their common brethren.
+
+Dwarves:
+--------
+ Dwarves are short, hardy people. They love to fight, and often venture forth
+ from their subterranean cities to seek fame and fortune through battle.
+ Their armour and weapons are very well-crafted and much more durable than
+ the products of lesser artisans. Dwarves are particularly dangerous when
+ using dwarven weaponry.
+
+ Hill Dwarves:
+ -------------
+ Hill dwarves are extremely robust but are poor at using magic. They are
+ excellent at hand combat, especially favouring axes or bludgeoning weapons,
+ 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 even a minimal degree of
+ aptitude are earth, fire and conjurations. They advance in levels at a
+ similar rate to common elves.
+
+ Mountain Dwarves:
+ -----------------
+ Mountain dwarves come from the larger, more civilised communities of the
+ mountains. They advance slightly more quickly than hill dwarves and are
+ almost as robust while having similar aptitudes, but are slightly worse at
+ fighting while being slightly better at more civilised pursuits.
+
+Halflings:
+----------
+ Halflings, who are named for being about half the size of a human, live in
+ small villages. They live simple lives, and have simple interests. Some
+ times a particularly restless halfling will leave his or her village in
+ search of adventure.
+
+ Halflings are very small and are among the least robust of any character
+ species. Although only average at most fighting skills, they can use short
+ blades well and are good at all forms of missile combat. They are also very
+ stealthy and good at dodging and stabbing, but are poor at magic (except
+ enchantments and, for some reason, translocations). They advance in levels
+ as rapidly as humans. Halflings cannot wield large weapons.
+
+Gnomes:
+-------
+ 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.
+
+Hill Orcs:
+----------
+ Hill orcs are orcs from the upper world who, jealous of the riches which
+ their cousins the cave orcs possess below the ground, descend in search of
+ plunder and adventure.
+
+ Hill orcs are as robust as the hill dwarves, but have very low reserves of
+ magical energy. Their forte is brute-force fighting, and they are skilled at
+ using most hand weapons (with the exception of short blades, at which they
+ are only fair), although they are not particularly good at using missile
+ weapons. They prefer to use their own weapons. Orcs are poor at using most
+ types of magic with the exception of conjurations, necromancy, and earth and
+ fire elemental magic. They advance as quickly as humans.
+
+Kobolds:
+--------
+ Kobolds are small, ugly creatures with few redeeming features. They are not
+ the sort of people you would want to spend much time with, unless you happen
+ to be a kobold yourself.
+
+ They have poor abilities and have similar aptitudes to halflings, without
+ the excellent agility. However, they are better than halflings at using
+ 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.
+
+The Undead:
+-----------
+ As creatures brought back from beyond the grave they are naturally 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.
+
+ There are two type of undead available to players: Mummies and Ghouls.
+
+ Mummies:
+ --------
+ Mummies are undead creatures who travel into the depths in search of
+ revenge, redemption, or just because they want to.
+
+ Mummies progress very slowly in level, half again as slow as humans, 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. The side
+ effects of necromantic magic tend to be relatively harmless to mummies.
+ However, their dessicated bodies are highly flammable. They also do not need
+ to eat or drink, and in any case are incapable of doing so.
+
+ Ghouls:
+ -------
+ 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.
+
+ They aren't very good at doing most things, although they make decent
+ fighters and, due to their contact with the grave, can use ice, earth and
+ death magic without too many difficulties.
+
+Naga:
+-----
+ The 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.
+ Their biggest forte is stealth: Nagas are very good at moving unnoticed.
+
+ Every now and then, a naga can spit poison; the range, accuracy and damage
+ of this poison increases with the naga's experience level.
+
+Ogres and Ogre Mages:
+---------------------
+ Ogres are huge, chunky creatures related to orcs. They are terrible monsters
+ who usually live to do nothing more than smash, smash, smash, and destroy.
+
+ They have great physical strength, but are bad at almost everything except
+ fighting and learn quite slowly. Because of their large size they can only
+ wear loose robes, cloaks and animal skins. Although ogres can eat almost
+ anything, their size means that they need to do so more frequently than
+ smaller folk.
+
+ Ogre-mages are a separate race of ogres who are unique among the beefier
+ species 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. In contrast to their common Ogre cousins, Ogre Mages
+ have lost the abilities to digest corpses when not hungry.
+
+Trolls:
+-------
+ Trolls are like ogres, but even nastier. They have thick, knobbly skins of
+ any colour from putrid green to mucky brown and their mouths are full of
+ ichor-dripping fangs.
+
+ 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.
+
+Draconians:
+-----------
+ 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. This happens at an early stage in
+ their career, and the colour is determined by chrosomes, not by behaviour.
+
+ Some types of draconians have breath weapons or special resistances.
+ Draconians advance very slowly in level, but are reasonably good at all
+ skills but armour (most types of which they cannot wear) and missile weapons.
+ Still, each colour has its own strengths and some have complementary
+ weaknesses, which sometimes requires a bit of flexibility.
+
+ Red Draconians feel at home in fiery surroundings. They're bad with ice magic.
+ White Draconians stem from frost-bitten lands, and are bad at fire magic.
+ Green Draconians are well-versed in the arts of poison.
+ Golden Draconians have sulphuritic odem.
+ Grey Draconians
+ Black Draconians command lightning and feel cumbersome with earth magic.
+ Mottled Draconians are somewhat in touch with fire, yet not weak at ice.
+ Purple Draconians are highly adapted to magics in general, with no specialty.
+ Pale Draconians are slightly biased towards fire magic and a religious life.
+
+Centaurs:
+---------
+ The Centaurs are another race of hybrid creatures: horses with a human
+ torso. They usually live in forests, surviving by hunting.
+
+ Centaurs can move very quickly on their four legs, and are excellent
+ with bows and other missile weapons; they are also reasonable at the
+ Fighting skill while being slow learners at specific weapon skills. They
+ advance quite slowly in experience level and are rather sub-average at
+ using magic. Due to their large bulk, they need a little extra food to
+ survive.
+
+Demigods:
+---------
+ 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.
+
+ Demigods look more or less like members of their mortal part's race, but
+ have excellent attributes (strength, int, dex) and are extremely robust; they
+ can also draw on great supplies of magical energy. On the downside they
+ advance very slowly in experience, gain skills slightly less quickly than
+ humans, and due to their status cannot worship the various Gods and Powers
+ available to other classes of being.
+
+Spriggans:
+----------
+ Spriggans are small magical creatures distantly related to elves. They
+ love to frolic and cast mischevious spells.
+
+ They are poor fighters, have little physical resilience, and are terrible at
+ destructive magic - conjurations, summonings, necromancy and elemental
+ spells. On the other hand, they are excellent at other forms of magic and
+ are very good at moving silently and quickly. So great is their speed that a
+ spriggan can keep pace with a centaur.
+
+Minotaurs:
+----------
+ The minotaur is yet another hybrid - a human body with a bovine head. It
+ delves into the Dungeon because of its 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
+ some headgear.
+
+Demonspawn:
+-----------
+ 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).
+
+ Demonspawn advance quite slowly in experience and learn most skills at about
+ the same rate as do Demigods. However, they are a little better at fighting
+ and much better at conjurations, summonings, necromancy and invocations.
+
+Kenku:
+------
+ The Kenku are an ancient and feared race of bird-people with a legendary
+ propensity for violence. 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 for as long as they wish to do so.
+
+ They are experts at all forms of fighting, including the magical arts of
+ combat (conjurations, summonings and, to a lesser extent, necromancy). They
+ are good at air and fire elemental magic, but poor at ice and earth magic.
+ Kenku do not appreciate any form of servitude, and so are poor at using
+ invocations. Their light avian bodies cannot sustain a great deal of injury.
+
+Merfolk:
+--------
+ The Merfolk are a hybrid race of half-human, half-fish that typically
+ live in the oceans and rivers and seldom come onto the land. The merfolk
+ aren't as limited on land as some myths suggest, their tails will quickly
+ reform into legs once they leave the water (and, likewise, their legs
+ will quickly reform into a tail should they ever enter water). Their
+ agility is often misjudged, and they tend to be surprising nimble on
+ land as well as in the water. Experts at swimming they need not fear
+ drowning as they can quickly slip out of any encumbering armour during
+ the transformation into their half-fish form.
+
+ The Merfolk have developed their martial arts strongly on thrusting
+ and grappling, since those are the most efficient ways to fight
+ underwater. They, therefore, prefer polearms and short swords above
+ all other weapons, 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 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
+ accomplished transmuters, but most other magics seem foreign to them.
+
+Note:
+
+ Some species have special abilities which can be accessed by the 'a'
+ abilities menu. Some also have physical characteristics which allow them
+ to make extra attacks using the Unarmed Combat skill.
+
+
+--------------------------------------------------------------------------------
+X.2 LIST OF CHARACTER CLASSES
+--------------------------------------------------------------------------------
+
+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.
+
+Fighters:
+---------
+ Fighters start with a decent weapon, a suit of armour and a shield. They
+ have a good general grounding in the arts of fighting.
+
+Gladiators:
+-----------
+ The Gladiator is trained to fight in the ring, and so is an expert in the
+ art of fighting but is not so good at anything else. 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.
+
+Berserkers:
+-----------
+ Berserkers are hardy warriors who worship Trog the Wrathful, from whom they
+ get the power to go berserk (as well as a number of other powers should they
+ prove worthy) but who forbids the use of spell magic. They enter the dungeon
+ with an axe and a set of leather armour.
+
+Hunters:
+--------
+ The Hunter is a type of fighter who specialises in missile weapons. A Hunter
+ starts with a bow and some arrows, as well as a hunting knife and a set of
+ leathers.
+
+Monks:
+------
+ The Monk is a member of an ascetic order dedicated to the perfection of
+ one's body and soul through the discipline of the martial arts. Monks start
+ with very little equipment, but can survive without the weighty weapons and
+ spellbooks needed by other classes.
+
+Thieves:
+--------
+ The Thief is one of the trickiest classes to play. Thieves start out with a
+ large variety of useful skills, and need to use all of them to survive.
+ Thieves start with a short sword, some throwing darts, and light armour.
+
+Assassin:
+---------
+ An Assassin is a thief who is especially good at killing. Assassins are like
+ thieves in most respects, but are more dangerous in combat.
+
+Stalkers:
+---------
+ The stalker is an assassin who has trained in the use of poison magic.
+
+Crusaders:
+----------
+ The Crusader is a decent fighter who can use the magical art of enchantment
+ to become more dangerous in battle. Crusaders start out lightly armed and
+ armoured, but equipped with a book of martial spells.
+
+Reavers:
+--------
+ Reavers are warriors who learn the magics of destruction in order to
+ complement their deadliness in hand combat.
+
+Death Knights:
+--------------
+ The Death Knight is a fighter who aligns him or herself with the powers of
+ death. There are two types of Death Knights: those who worship and draw
+ their abilities from the Demon-God Yredelemnul, and those who study the
+ fearsome arts of necromancy.
+
+Chaos Knights:
+--------------
+ The Chaos Knight is a fighter who chooses to serve one of the fearsome and
+ unpredictable Gods of Chaos. He or she has two choices: Xom or Makhleb.
+ Xom is a very unpredictable (and possibly psychotic) entity who rewards
+ or punishes according to whim. Makhleb the Destroyer is a more purposeful
+ God, who appreciates destruction and offers a variety of very violent
+ powers to the faithful.
+
+Paladins:
+---------
+ The 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.
+
+Priests:
+--------
+ 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.
+
+Healers:
+--------
+ The Healer is a priest of Elyvilon. Healers begin with minor healing
+ powers, but can gain far greater abilities in the long run.
+
+Magicians: These are not a class, but a type of class. A 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.
+
+ Wizard:
+ -------
+ A Wizard is a magician who does not specialise in any area of magic.
+ Wizards start with a variety of magical skills and the magic dart spell in
+ memory.
+
+ Conjurer:
+ ---------
+ The Conjurer specialises in the violent and destructive magic of
+ conjuration spells. Like the Wizard, the Conjurer starts with the magic
+ dart spell.
+
+ Enchanter:
+ ----------
+ The 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. The Enchanter begins with
+ lightly enchanted weapons and armour, but no direct damage spell (since
+ enchantments does not deal with direct attacks). Instead they begin
+ with the "confusing touch" spell and some enchanted darts, which should
+ help them out until they can use the higher level enchantment spells.
+
+ Summoner:
+ ---------
+ The Summoner specialises in calling creatures from this and other worlds
+ to give assistance. Although they can at first summon only very wimpy
+ creatures, the more advanced summoning spells allow summoners to call on
+ such powers as elementals and demons.
+
+ Necromancer:
+ ------------
+ The Necromancer is a magician who specialises in the less pleasant side of
+ magic. Necromantic spells are a varied bunch, but many involve some degree
+ of risk or harm to the caster.
+
+ Elementalists:
+ --------------
+ Elementalists are magicians who specialise in one of the four types of
+ elemental magic: air, fire, earth, or ice.
+
+ Fire Magic tends towards destructive conjurations.
+
+ Ice Magic offers a balance between destructive conjurations and
+ protective enchantments.
+
+ Air Magic provides many useful enchantments in addition to some
+ unique destructive capabilities.
+
+ Earth Magic is a mixed bag, with destructive, defensive and utility
+ spells available.
+
+ Venom Mages:
+ ------------
+ 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
+ is especially effective when used against insects.
+
+ Transmuters:
+ ------------
+ Transmuters specialise in transmigrations, and can cause strange changes
+ in themselves and others.
+
+ Warpers:
+ --------
+ Warpers specialise in translocations, and are experts in travelling long
+ distances and positioning themselves precisely.
+
+Wanderers:
+----------
+ Wanderers are people who have not learned a specific trade. Instead,
+ they've travelled around becoming "Jacks-of-all-trades, master of none".
+ They start the game with a large assortment of skills and maybe some
+ small items they picked up along the way, but other than that they're
+ pretty much on their own. Non-human wanderers might not even know which
+ skills they have (since they haven't quite learned enough for one full
+ level), and therefore make for an additional challenge. You shouldn't
+ expect human wanderers to be easy either, as this class is typically
+ harder to play than the other classes.
+
+
+--------------------------------------------------------------------------------
+X.3 LIST OF SKILLS
+--------------------------------------------------------------------------------
+
+Here is a description of the skills you may have:
+
+Fighting skills:
+----------------
+ Fighting is the basic skill used in hand-to-hand combat, and applies no
+ matter which weapon your character is wielding (if any). 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).
+
+ Weapon skills affect your ability to fight with specific melee weapons.
+ Weapon skills include:
+
+ o Short Blades
+ o Long Blades
+ o Maces & Flails
+ o Axes
+ o Staves
+ o Polearms
+
+ If you are already good at a weapon, say a long sword, and you practise
+ for a while with similar weapon such as a short sword, your practise will
+ be speeded up (and will require less experience) until both skills are
+ equal. Similar types of weapons include:
+
+ o Short Blades and Long Blades
+ o Maces & Flails and Axes
+ o Polearms and Axes
+ o Staves and Polearms
+
+ 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.
+
+ 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.
+
+Ranged combat skills:
+---------------------
+ Ranged Combat is the basic skill used when throwing things, and there are a
+ number of individual weapon skills for missile weapons as well:
+
+ o Darts
+ o Bows
+ o Crossbows
+ o Slings
+
+Magic skills:
+-------------
+ 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.
+
+ 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).
+
+ There are also individual skills for each different type of magic; the
+ higher the skill, the more powerful the spell. Multidisciplinary spells use
+ an average of the two or three skills.
+
+ Elemental magic is a special case. When you practise an elemental magic
+ skill (fire, ice, air or earth magic) you will improve much less quickly
+ than normal if you already have one or more elemental magic skills 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?
+
+Miscellaneous skills:
+
+Armour:
+-------
+ Having a high Armour skill means that you are used to wearing heavy armour,
+ allowing you to move more freely and gain more protection.
+
+Dodging:
+--------
+ When you are wearing light armour, a high dodging skill helps you evade
+ attacks.
+
+Stealth:
+--------
+ Helps you avoid being noticed. Try not to wear heavy armour or be encumbered
+ if you want to be stealthy. Big creatures (like trolls and ogres) are bad at
+ stealth.
+
+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.
+
+Shields:
+--------
+ Affects the amount of protection you gain by using a shield, and the degree
+ to which it hinders you.
+
+Traps & Doors:
+--------------
+ Affects your ability to notice hidden traps and doors and to disarm traps
+ when you find them. With this skill at a high level you will often find
+ hidden things without actively looking for them.
+
+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.
+
+If your character does not have a particular skill, s/he can gain it by
+practising as above.
+
+
+--------------------------------------------------------------------------------
+X.4 LIST OF KEYS AND COMMANDS
+--------------------------------------------------------------------------------
+
+Main screen
+-----------
+Crawl has many commands to be issued by single key strokes. This can become
+confusing, since there are also several modes; here is the full list. Some
+commands are particularly useful in combination with certain interface options;
+such options are mentioned in the list. For a description of them, please look
+into crawl_options.txt.
+
+Saving games:
+ S Save game with query and exit.
+ Ctrl-X Save game without query and exit.
+ Q Quit without saving.
+
+Movement:
+ direction Moves one square, direction is either one of the
+ numpad cursor keys (try both Numlock on and off) or
+ one of the Rogue vi keys (hjklyubn).
+ Shift-direction This moves straight until something interesting is
+ or / direction found (like a monster).
+ Ctrl-G Interlevel travel (to arbitrary dungeon levels or
+ waypoints). Remembers old destinations if interrupted.
+ Ctrl-O Auto-explore.
+ Ctrl-W Det waypoint (check the option show_waypoints).
+
+Resting and Searching:
+ s, Del Rests and searches (these are the same) for one turn,
+ this is also done with '.' or Numpad-5.
+ 5 or Long resting/searching (until both health and magic
+ Shift-Numpad 5 points are full or something is found or 100 turns are
+ over).
+
+Dungeon interaction:
+ o Open door.
+ c Close door.
+ Ctrl-direction Tries untrapping a known trap on the specified square,
+ or * direction else opens door if there is one,
+ else attacks without move (even if no monster is seen).
+ < Use staircase to go higher.
+ > Use staircase to go deeper, or enters shop/branch.
+ ; Examine occupied tile, also causes auto-pickup.
+ x Examine surroundings mode (see below for its commands).
+ X Examine level map (see below for level map commands).
+ O Show dungeon overview (branches, shops, and labyrinths).
+
+Character information:
+'display' below means usage of the message area,
+'show' means usage of the whole screen.
+ @ Display character status.
+ [ Display worn armour.
+ " Display worn jewellery.
+ C Display experience info.
+ ^ Show religion screen.
+ A Show abilities/mutations.
+ \ Show item knowledge.
+ m Show skill screen.
+ i Show inventory list.
+ % Show resistances.
+
+Item interaction (inventory):
+ v View item description.
+ { Inscribe item (check the autoinscribe option).
+ t Throw/shoot an item.
+ f Fire first available missile.
+ q Quaff a potion.
+ e Eat food (tries floor first, invorenty next).
+ z Zap a wand.
+ r Read a scroll or book.
+ M Memorise a spell from a book.
+ w Wield an item ( - for none).
+ ' Wield item a, or switch to b.
+ E E voke power of wielded item.
+ W Wear armour.
+ T Take off armour.
+ P Put on jewellery.
+ R Remove jewellery.
+
+Item interaction (floor):
+ d Drop an item.
+ d# Drop exact number of items.
+ g or , Pick up items; press twice for pick up menu.
+ You can use a prefix to pick up smaller quantities.
+ D Dissect a corpse.
+
+Other game-playing commands:
+ a Use special ability.
+ p Pray.
+ Z Cast a spell.
+ ! Shout or command allies.
+
+Non-game playing commands:
+ V Display version information.
+ Ctrl-P Show previous messages.
+ Ctrl-R Redraw screen.
+ Ctrl-C Clear main and level maps.
+ # Dump character to file (name.txt).
+ : Add note to dump file (see option take_notes).
+ ` Add macro.
+ ~ Save macros.
+ = Reassign inventory/spell letters.
+
+In-game toggles:
+ Ctrl-A Toggle autopickup.
+ Ctrl-V Toggle auto-prayer.
+ Ctrl-T Toggle spell fizzle check.
+
+Stashes:
+ Ctrl-S Mark stash (only sensible with stash_tracking=explicit,
+ else this is automatically tracked).
+ Ctrl-E Erase stash (ignores the square from stash tracking).
+ Ctrl-F Find (this searches in stashes and shops, you can use
+ regular expressions and also terms like 'long blades'
+ or 'artifacts').
+
+Level map ('X')
+---------------
+The level map (brought up by 'X' in the main screen) uses the whole screen to
+show the dungeon.
+ Esc, Space Leave level map.
+ - Scroll level map up
+ + Scroll level map down
+ Direction Moves cursor.
+ Shift-Direction Moves cursor in bigger steps (check the option
+ level_map_cursor_step).
+ . Travels to cursor (also Enter and , and ;)
+ (if the cursor is on the character, moves cursor to last
+ travel destination instead).
+ < Cycle through up stairs.
+ > Cycle through down stairs.
+ ^ Cycle through traps.
+ Tab Cycle through shops and portals.
+ I Cycle through stashes (if the option stash_tracking is
+ set to all, this cycles through all items and piles).
+ Ctrl-C Clear level and main maps (from temporarily seen
+ monsters, clouds etc.).
+
+Waypoints can be set on the level map. You can travel to waypoints using
+Ctrl-G. Check the option show_waypoints. The commands are
+ Ctrl-W Set waypoint.
+ W Cycle through waypoints.
+
+Travel exclusions mark certain spots of the map as no-go areas for autotravel
+and explore (the radius is set by the option travel_exclude_radius2).
+ Ctrl-X Set travel exclusion.
+ Cltr-E Erase all travel exclusions at once.
+ X Cycle through travel exclusions.
+
+
+Examining surroundings ('x')
+----------------------------
+When roaming the dungeon, the surroundings mode is activated by 'x'. It lets you
+have a look at items or monsters in line of sight. You may also examine stashed
+items outside current view using the options target_oos=true (if using this,
+check target_los_first).
+ x, Esc, Space Return to playing mode.
+ ' or * Cycle objects forward.
+ ; or / Cycle objects backward.
+ + Cycle monsters forward.
+ - Cycle monsters backward.
+ direction Move cursor.
+ . or Enter Travel to cursor.
+ ? Describe monster under cursor (also shows weapons,
+ wounding and enchantments).
+ > Cycle downstairs.
+ < Cycle upstairs.
+ Tab Cycle shops and portals.
+
+Targeting
+---------
+Targeting mode is similar to examining surroundings. It is activated whenever
+you fire projectiles, zap a wand or cast spells which uses targets.
+ x, Esc, Space Stop targeting.
+ direction Fire straight in this direction.
+ + or = Cycle monsters forward (see option target_wrap).
+ - Cycle monsters backward.
+ . or Enter Fire in cursor direction.
+ p or t Fire at previous target (if still in sight).
+ > Fire in cursor direction, but stop at cursor. This can
+ be useful to avoid damaging pets, or to attack
+ submerged water creatures.
+ Ctrl-F Toggle target modes (between enemies, all, friends; see
+ also option target_zero_exp).
+ * Manually targeting: the direction keys will now move
+ the cursor, the keys '+' and '-' work as above, and '.'
+ and Enter fire.
+
+
+Shortcuts in lists (like multidrop):
+------------------------------------
+When dropping (with the drop_mode=multi option), the drop menu accepts several
+shortcuts.
+ ( Selects all missiles.
+ ) Selects all hand weapons.
+ [ Selects all armour.
+ ? Selects all scrolls.
+ % Selects all food.
+ & Selects all carrion.
+ + Selects all books.
+ / Selects all wands.
+ \ Selects all staves.
+ ! Selects all potions.
+ " Selects all jewellery.
+ } Selects all miscellaneous items.
+ , Global select (subject to the drop_filter option).
+ - Global deselect (subject to the drop_filter option).
+ * Invert selection.
+
+
+--------------------------------------------------------------------------------
+X.5 LIST OF ENCHANTMENTS
+--------------------------------------------------------------------------------
+
+Below the amount of carried gold, the stats area has room for showing the
+enchantments which you currently enjoy or have to suffer. Quite generally, these
+are only shown for temporary effects. So that Kenku can fly is not noted,
+neither is the wearing of a ring of regeneration. Here is a list of these, as
+some are abbrevations or may be not obvious:
+
+General enchantments: satiation, velocity, encumbrance, poison
+---------------------
+Hungry Most races can eat chunks of corpses only if hungry.
+Starving You should really eat something: death is not far away.
+Full You have eaten a lot.
+Engorged You couldn't eat anymore.
+Sick You are sick (usually from bad food). Hit points don't
+ regenerate until cured (wait it out or potion of healing).
+Poison You are poisoned and continually lose hit points. There are
+ several levels of poisoning. Cure with potions of healing or
+ by waiting it out.
+Pray You are praying. Any action taken under prayer is done in the
+ name of your god. For example, Dissecting a corpse offers it.
+ Depending on the scope of your religion, this may or may not
+ be a good idea.
+Encumbered You load it heavy enough to slow you down. You also need more
+ food then walking around encumbered. Try to avoid this!
+Overloaded You carry way too much to do anything sensible. Drop stuff!
+Conf You are confused. Actions may not properly work.
+Fast All actions have greatly increased speed (this can cause
+ magic contamination).
+Swift You move at a somewhat higher speed.
+Slow All actions are slowed. Note that ending berserking will slow.
+Paralyze You are unable to move. Beware of the wasps!
+
+Special enchantments:
+---------------------
+BWpn Some characters have a breath weapon (like Nagas or experienced
+ Draconians), which will show "BWpn". Further breathings have to
+ wait until this disappears.
+Invis You are invisible (this can cause glowing, if used too much).
+Holy You repel undead.
+Lev You levitate, i.e. hover a few inches above the ground. While
+ enough to cross water and lava, movement is not completely
+ controlled. It will time out. Levitation provides a speed bonus
+ to swiftness.
+Fly You fly, gaining the benefits of levitation with none of the
+ drawbacks. This is only accessible for experienced kenku, lucky
+ draconians, characters using Dragon form, or levitating with an
+ amulet of controlled flight.
+Fire You are plagued with sticky fire. It will time out.
+Regen You regenerate: health points will increase at an unnaturally
+ fast rate. This is only shown for temporary
+Glow You glow from mutagenic radiations: you'll mutate anytime soon.
+RMsl You repel missiles, i.e. there's a good chance to evade them.
+DMsl You deflect missiles, i.e. there's a great chance to evade them.
+Rot This is a very harmful, necromantic ailment. You will lose
+ maximal health points over time. Only potions of healing restore
+ these. The rotting itself is cured itself if the maximal health
+ is back to its initial value, and it also expires after a while.
+Ins You are insulated, i.e. immune to electric shocks.
+
+There are several more enchantment messages for various spells. The description
+of the spell will explain these.