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- Dungeon Crawl version 3.40
- (Copyright 1997, 1998, 1999 Linley Henzell)
-
-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 (README.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
-at the end of this document and the LICENCE.TXT file, though.
-
-----------------------------------------------------------------------------
- CHARACTER SPECIES
-----------------------------------------------------------------------------
-
-You have a number of different species to choose from. This affects several
-characteristics:
-
- o Your choice of classes
- o Your initial attributes
- o Occasional bonus points added to some abilities
- o The amount of hit points you get each level
- o The amount of magic points you get each level
- o Your initial equipment
- o Your rate of level advancement
- o Your rate of skill advancement
- o Various special abilities and powers
-
-Note: 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.
-
-If you practise the skills you think or know are missing early on, they
-should pick up the remaining skills very quickly (and their training will be
-more complete).
-
-
-The 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 advance quickly in levels and have equal abilities in all
- skills. Humans can also be of any class.
-
-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).
-
- 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 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 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.
-
- 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 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 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 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.
-
-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.
-
- 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.
-
-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.
-
- Some types of draconians have breath weapons. 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.
-
-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 abilities (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.
-
-----------------------------------------------------------------------------
- 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:
-
- The magician is 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:
-
- 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.
-
- The Conjurer specialises in the violent and destructive magic of
- conjuration spells. Like the Wizard, the Conjurer starts with the magic
- dart spell.
-
- 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.
-
- 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.
-
- 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 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 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 specialise in transmigrations, and can cause strange changes
- in themselves and others.
-
- 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.
-
-----------------------------------------------------------------------------
- EXPERIENCE
-----------------------------------------------------------------------------
-
-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.
-
-Additionally, the experience you gain is used for your experience pool.
-This pool of points is used up whenever you practice a skill.
-
-----------------------------------------------------------------------------
- SKILLS
-----------------------------------------------------------------------------
-
-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 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 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.
-
-The species 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 is naturally quick to learn a
-skill, they will require less experience and take less time to advance in it;
-being bad at a skill has the opposite result.
-
-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.
-
-Throwing skills:
-
- Throwing 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.
-
-----------------------------------------------------------------------------
- ABILITIES
-----------------------------------------------------------------------------
-
-Your character is further defined by his or her abilities, which initially
-vary according to class and species.
-
-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.
-
-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.
-
-Special Abilities:
-
- 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.
-
-----------------------------------------------------------------------------
- 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:
-
-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.
-
- 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 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.
-
- 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.
-
- 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!
-
-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:
-
- 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 'I' 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.
-
-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.
-
-Miscellaneous:
-
- 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.
-
-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.
-
-Getting Items:
-
- 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.
-
- 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 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.
-
-----------------------------------------------------------------------------
- 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. 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.
-
-----------------------------------------------------------------------------
- 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.
-
-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.
-
-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.
-
-
-----------------------------------------------------------------------------
- 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.
-
-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).
-
-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.
-
-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.
-
-
-----------------------------------------------------------------------------
- EXPLORING THE DUNGEON
-----------------------------------------------------------------------------
-
-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.
-
-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.
-
-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.
-
-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 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
-
-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 trust a scummy adventurer like
-you, anyway?).
-
-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!
-
-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:
-
-----------------------------------------------------------------------------
- MACROS/KEYMAPS
-----------------------------------------------------------------------------
-
-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.
-
-You can also redefine keys in-game with the ` key, and save them with the ~
-key.
-
-(Thanks to Juho Snellman for this patch)
-
-----------------------------------------------------------------------------
- MONSTERS
-----------------------------------------------------------------------------
-
-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.
-
-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.
-
-----------------------------------------------------------------------------
- MISCELLANEOUS STUFF
-----------------------------------------------------------------------------
-
-The scores file does not have to be present (as of v2.02), and is not included
-in the distribution. You can unpack the zip file into your old crawl directory
-and the new version will keep using the old scores file (scores files from any
-version are usable by any later version).
-
-The initfile, INIT.TXT, lets you set various options affecting the game's user
-interface, like the conditions for Autopickup and a default name for your
-character. You can alter it with any reputable text editor.
-
-As of 2.60, a -c command line switch activates the alternative character set
-for non-IBM graphics displays. A -nc switch activates the non-IBM char set
-and, for Linux systems, disables colour.
-
-Crawl is available for a number of different systems, including Linux, DOS,
-the Mac, etc.
-
-One strange thing you may notice about Crawl is that it does not keep your
-saved games if you die. This is not a bug, it is a feature! If you could
-restore your game after dying, you would probably finish the game rather
-quickly and lose interest, because most of the fun in Crawl is in the
-discovery of its bizarre secrets while taking risks with your characters. It
-is possible to cheat by messing around with the save files, but you're only
-cheating yourself out of experiencing this game as it was supposed to be
-played. If you think Crawl is too difficult, tell me!
-
-Crawl was compiled using the djgpp compiler, and comes with the files
-CWSDPMI.EXE and CWSDPMI.DOC. You can contact the author of CWSDPMI.EXE at
-sandmann@clio.rice.edu. Read CWSDPMI.DOC for more details.
-
-Although version 3 of Crawl is a complete and finished game, it probably
-contains a few unwanted features which crept in without me noticing (all of
-the earlier versions did). So, if you find anything which you think may be a
-bug, please send details of it to me, including version number, details of
-your system, what you were doing (in the game) when it happened, and just what
-exactly did happen. Hopefully this will never be necessary, but if it is you
-can (as of 26/3/99) reach me at:
-linley.henzell@student.adelaide.edu.au
-
-You can also discuss this game on the newsgroup rec.games.roguelike.misc.
-
-The object of your quest in Crawl (the Orb of Zot) was taken from Wizard's
-Castle, a text adventure written in BASIC.
-
-A lot of people have been sending me feedback and bug reports, which is
-extremely encouraging. I really appreciate that people have been taking the
-time to play my game. Keep it up!
-
-Licence:
-Read Licence.txt for information about the Crawl licence (which is practically
-identical to the nethack GPL).
-
-Source Code:
-The source code for the current version of Crawl is, at the time of writing
-(30/12/97) available from the Crawl web site:
-http://olis.net.au/~zel/index.html
-Source for some earlier versions can be obtained from me, although
-unfortunately I've lost most of it.
-
-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.