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