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diff --git a/stone_soup/crawl-ref/docs/crawl.txt b/stone_soup/crawl-ref/docs/crawl.txt new file mode 100644 index 0000000000..355522e792 --- /dev/null +++ b/stone_soup/crawl-ref/docs/crawl.txt @@ -0,0 +1,1250 @@ + 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. |