From 0c708f94f602f55568d4b33d8f4bc495b8dffb2b Mon Sep 17 00:00:00 2001 From: dshaligram Date: Mon, 13 Nov 2006 13:09:03 +0000 Subject: Docs for 0.1.3. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/branches/stone_soup@383 c06c8d41-db1a-0410-9941-cceddc491573 --- crawl-ref/README.crawl_ref | 18 - crawl-ref/README.stone_soup.txt | 72 ++ crawl-ref/docs/crawl.txt | 1250 -------------------------- crawl-ref/docs/crawl_macros.txt | 245 +++++ crawl-ref/docs/crawl_manual.txt | 1876 +++++++++++++++++++++++++++++++++++++++ crawl-ref/docs/keys.pdf | Bin 0 -> 33431 bytes crawl-ref/docs/keys.txt | 206 +++++ crawl-ref/docs/tables.txt | 151 ++++ crawl-ref/readme.txt | 16 +- 9 files changed, 2559 insertions(+), 1275 deletions(-) delete mode 100644 crawl-ref/README.crawl_ref create mode 100644 crawl-ref/README.stone_soup.txt delete mode 100644 crawl-ref/docs/crawl.txt create mode 100644 crawl-ref/docs/crawl_macros.txt create mode 100644 crawl-ref/docs/crawl_manual.txt create mode 100644 crawl-ref/docs/keys.pdf create mode 100644 crawl-ref/docs/keys.txt create mode 100644 crawl-ref/docs/tables.txt diff --git a/crawl-ref/README.crawl_ref b/crawl-ref/README.crawl_ref deleted file mode 100644 index e52dd802de..0000000000 --- a/crawl-ref/README.crawl_ref +++ /dev/null @@ -1,18 +0,0 @@ -Dungeon Crawl (Stone Soup) Notes -------- ----- ------ ----- ----- - -What you have downloaded is *not* Linley's Dungeon Crawl. This is a somewhat -experimental branch of the Dungeon Crawl Reference project (codenamed Stone -Soup). Note that this is a branch, and is NOT the official Dungeon Crawl -Reference. - -The goal of this version is to build on Dungeon Crawl Reference (which aims to -be the stable base platform for experimentation and patches, and to fill in the -gaps during times when Dungeon Crawl's main maintainer is not available) with -good features drawn from sources such as Brent Ross' 4.1.2 alpha, and ideas -from the community of Dungeon Crawl players and to keep development on Dungeon -Crawl moving without destablizing game balance. - -Please do not send bug reports for this code to the main Dungeon Crawl -maintainers -- the odds are good that the code that's causing you problems -isn't code they wrote, and they won't be able to help you. diff --git a/crawl-ref/README.stone_soup.txt b/crawl-ref/README.stone_soup.txt new file mode 100644 index 0000000000..97b91c7c05 --- /dev/null +++ b/crawl-ref/README.stone_soup.txt @@ -0,0 +1,72 @@ +Dungeon Crawl (Stone Soup) +------- ----- ------ ----- + +(If you'd like to dive in and start playing Crawl right away, see readme.txt.) + +What you have downloaded is *not* Linley's Dungeon Crawl. This is a somewhat +experimental branch of the Dungeon Crawl Reference project (codenamed Stone +Soup). Note that this is a branch, and is NOT the official Dungeon Crawl +Reference. + +The goal of this version is to build on Dungeon Crawl Reference (which aims to +be the stable base platform for experimentation and patches, and to fill in the +gaps during times when Dungeon Crawl's main maintainer is not available) with +good features drawn from sources such as Brent Ross' 4.1.2 alpha, and ideas +from the community of Dungeon Crawl players and to keep development on Dungeon +Crawl moving without destablizing game balance. + +Please do not send bug reports for this code to the main Dungeon Crawl +maintainers -- the odds are good that the code that's causing you problems +isn't code they wrote, and they won't be able to help you. + +----------------------------------------------------------------------------- + +Dungeon Crawl Stone Soup is a game of dungeon exploration, combat and magic, +involving characters of diverse skills, worshipping deities of great power and +caprice. To win, you'll need to be a master of tactics and strategy, and prevail +against overwhelming odds. + +The following files in your main Crawl directory are crucial: + +crawl - Starts the game. +crawl.exe + +init.txt - These files (which one depends on your OS) contains the options of +.crawlrc Crawl. Since the defaults are well suited for playing, don't bother + with this in the beginning. + Note that permanent death is not an option, but a feature! +macro.txt - Playing Crawl can be made even more convenient by redefining keys + and assigning macros. It is recommended that you fiddle with these + only after a couple of games. + +The docs directory contains the following helpful files: + +crawl_manual.txt - This is the complete manual; describing all species, classes, + types of items, etc. +crawl_options.txt - Here all the options you can give Crawl are described in + detail; feel free to skip this until you feel comfortable with the + game. +crawl_macros.txt - It is wise to ignore this at first, too. (Unless you + experience serious problems with some keys, in which case you may + want to have a look at the keymaps section.) + Just remember for later that you can improve your Crawl experience + by adjusting interface options and defining your own macros. +tables.txt - Unlike some other roguelike games, winning in Crawl does not + require an exhaustive knowledge of the game's internals. However, + here are tables which may be interesting to players. The central + information therein can be deduced from other sources (like the + manual), and it is perfectly possible to win without knowing + these numbers. + +If you have questions concerning the game, or have found a bug, do not hesitate +to inquire at the newsgroup + rec.games.roguelike.misc +with your problem. Since other games are discussed over there as well, it is +polite to flag your post with -crawl-. Please read the group for a while before +posting to get a feel for the right way to post articles about Crawl. + +Stone Soup's homepage is + http://crawl-ref.sourceforge.net +Look here for downloads of the most recent version (source and binaries). +Stone Soup is supported on Linux, Windows, OS/X, and DOS, and will probably +compile and run on any reasonably modern Unix. diff --git a/crawl-ref/docs/crawl.txt b/crawl-ref/docs/crawl.txt deleted file mode 100644 index 355522e792..0000000000 --- a/crawl-ref/docs/crawl.txt +++ /dev/null @@ -1,1250 +0,0 @@ - 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 - ?", 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. diff --git a/crawl-ref/docs/crawl_macros.txt b/crawl-ref/docs/crawl_macros.txt new file mode 100644 index 0000000000..66bd3a105d --- /dev/null +++ b/crawl-ref/docs/crawl_macros.txt @@ -0,0 +1,245 @@ +This document aims at easier Crawling (in Stone Soup) by explaining: +- macros and keybindings +- lua snippets in init.txt + +----------------------------------------------------------------------- + +Macros and Keymaps. +=================== + +Following Brent Ross's phrasing, the simple explanation is: + +Command macros make keys into commands. +Keymaps make keys into other keys. + +And him a bit more verbose: + +For the most part, people will probably want command macros. They allow +for things like making a key run a sequence of commands (e.g. associating +a key stroke to the casting of a certain spell) without having to worry +about messing up what that key does at prompts (e.g. you can macro a +number or letter without worrying about it making the substitution when +you're trying to drop an item). + +Keymaps are for when you want to fix layout and behavioural problems on +your keyboard (i.e. unrecognised numpad sequences can by mapped into +their numbers, foreign keyboard layouts can be modified to be more +comfortable). There are also special sets of keymaps for the level-map +and targeting modes, which allow for keymaps that are restricted to just +those situations. + +[The keymap system is currently being overhauled. I hope that the +examples below will also work in the new version. +From what I gather, the keybindings will be moved to a file (which is +good). I hope that it will still be possible to define macros in-game: +this makes testing so convenient. And it should be possible to have +macros at all three levels (main, level map, targeting).] + +How to create macros? +--------------------- +The simplest way is in-game: press the '`' key (this may be a bit awkward +on certain keyboard layouts). Then choose a key to assign for your macro, +and enter the command sequence. Observe how Crawl spits out a funny number +in some cases. These are the key codes for certain (non-alpanumeric) keys, +and these can vary between different systems. + +The following keys and combinations are sensible to use: +- The function keys are good choices, possibly modified by Shift, Ctrl, + or Shift-Ctrl. +- On some systems, it is possible to also incorporate the Alt (meta) key. +- All alphanumerical keys, these also in combination with Shift or Ctrl + keys (note that usually Ctrl-Shift-A is the same thing as Ctrl-A). + Be careful that you do not redefine important game keys. +- All special keys: digits, punctation, etc. These also in combination + with Ctrl. Try if Alt works. Again check for vital game commands. + +For example, on my home system (Windows), I get key codes + F1 \{368} A A + Shift-F1 \{1392} Ctrl-A \{1} + Ctrl-F1 \{880} Alt-A a + Alt-F1 \{2416} Ctrl-Shift-A \{1} + Ctrl-Shift-F1 \{1904} Ctrl-Shift-Alt-A \{3905} + Ctrl-Alt-F1 \{2928} + Shift-Alt-F1 \{3440} + Ctrl-Shift-Alt-F1 \{3952} + +After defining such a macro, you should test it. Saving of all macros is +done with the '~' command. + +The macros are stored in the file macro.txt in your main Crawl directory. +This file is human readable and editable, you just have to figure out the +magic numbers, as shown above for F1 and Ctrl-A etc. When using strange +keys as triggers for a macro, it might actually be necessary to edit this +manually in macro.txt. +Note that you can make comments in macro.txt using lines with a leading +'#'. In this manner, you can recall which keys the numbers belong to (on +your system). +See below for examples for macro definitions. + +Keymaps work in exactly the same way. There are three different keymaps +actually, one for the main view, one for the level map, and another one +for the targeting map. In macro.txt, these are differentiated by + K - main screen + K1 - level map + K2 - targeting +However, you should not map alphabet letters to something; otherwise you +will meet difficulties accessing your inventory! + +Next follow some macros and keymaps that have been considered useful by +at least a few players. For the sake of completeness, both key line and +command line are given, but you should really substitute your own keys +here :) + +Spellcasting. +------------- +# F1: cast spell a at previous target +M:\{368} +A:Zap + +#: Shift-F1: cast spell a at nearest target +M:\{1392} +A:Za+. + +Note that you can assign new letters to your spells with '='. So you can +always have you primary attack spell on a. You may want to set the option + target_zero_exp = false +when using macros like this. + +Easier Nemelex hoovering. +------------------------- +# F12: Nemelex hoover +K:\{379} +A:w0Iyp,y + +This sets up your portable altar, prays there, confirms, and picks it up +again. The sequence assumes that the altar carries the inscription {w0}. +Actually, this can be achieved automatically with the init.txt line + autoinscribe = portable altar:w0 +If you have your weapon on slot a, feel free to add 'wa' to the sequence. + +Easy surroundings mode. +----------------------- +K:0 +A:x* + +K2:0 +A:* + +Here I use '0' for the numpad, but 'x' would also be a good choice (then +you should set K2:x A:* only). +This makes going through items in the surroundings very easy. You can use +Enter to go directly to item under the cursor. +Options you may want to check here are + target_wrap, target_oos, target_los_first. +If you want to cycle through items out of sight, set + stash_tracking = all + target_oos = true +(as only out-of-sight _stashes_ will be checked). + +# F5: explore (both in main and target screens) +K:\{372} +A:\{15} + +K2:\{372} +A:\{32}\{15} + +I find the Ctrl-O key awkward to type, so I have mapped it to F5. The +second keymap makes F5 in target mode do two things: leave target mode +(\{32} is the Escape key) and then starts exploring. + +General Keybindings. +-------------------- +With my German keyboard layout, the keys '^' and '@' do not work +properly. The first problem is dealt with the map +K:\{17} +A:@ +which maps @ to @ in the main mode :) + +Other keymaps I found useful: +- Tab for ' (switching weapons in slots a and b) +- Backspace for p (both Praying in main and Previous in target mode) + (Unfortunately, Backspace is the same thing as Ctrl-Left. Perhaps + something can be done about this.) + +Lua snippets. +============= + +You can copy the following lua code verbatim in your init.txt; it is up +to you to apply appropriate modifications. It would be nice of course, +if someday these snippets turn into full-grown lua files with their own +options. + +For a tutorial of the language Lua, refer to the following link: + http://lua-users.org/wiki/TutorialDirectory + +Advanced autopick: ch_autopickup. +--------------------------------- +Using a Lua script, you can define a function "ch_autopickup" to select +additional items for autopickup. Let's say you want autopickup to only +grab food if your character can eat it. You could use the following +(if '%' is not in the autopickup option): + +{ +function ch_autopickup(it) + -- The "false" suppresses hunger checks to see if your character is + -- hungry enough to eat food/chunks. + return food.can_eat(it, false) +end +} + +Here's a ch_autopickup that a mummy might find useful: + +{ +-- The mummy special. Remove % and ! from your autopickup option if you +-- use this. +function ch_autopickup(it) + return food.can_eat(it, false) + or ( item.class(it) == "Potions" and you.race() ~= "Mummy" ) +end +} + +Advanced autopick: conditional ban_pickup. +------------------------------------------ + +There is an overlap in functionality with the above mummy function. + +# mummies can't quaff or hunger + + ban_pickup = potion + ban_pickup = sustenance + + +# ban harmful potions for non-Transmuters + + ban_pickup = degeneration, decay, potions? of poison + ban_pickup = potions? of confusion, potions? of slowing, + ban_pickup = potions? of paralysis, strong poison + + + +# Trog doesn't like Spellcasting +# # (doesn't work), so + + + ban_pickup = book + + +Ignoring certain monsters when running. +--------------------------------------- +Defining a "ch_stop_run" function affects the monster stop condition for *all* +run modes: shift-running, travel, explore and interlevel travel. + +{ +function ch_stop_run(mons) + local name = mons.name + -- Stop running only if these monsters get closer than 3 squares + if name == "swamp worm" or name == "big fish" + or name == "giant goldfish" or name == "lava worm" + or name == "butterfly" then + -- mons.x and y coords are relative to the player. + local dist = mons.x * mons.x + mons.y * mons.y + if dist >= 9 then return false end + end + return true +end +} diff --git a/crawl-ref/docs/crawl_manual.txt b/crawl-ref/docs/crawl_manual.txt new file mode 100644 index 0000000000..992d05079a --- /dev/null +++ b/crawl-ref/docs/crawl_manual.txt @@ -0,0 +1,1876 @@ + DUNGEON CRAWL Stone Soup v0.1.3. + - the manual - + +Contents +-------- +A. Overview +B. Starting Screen +C. Abilities and Stats +D. Dungeon Exploration +E. Experience and Skills +F. Monsters +G. Items +H. Spellcasting +I. Religion +J. Mutations +K. Keymaps, Macros, Options +L. Licence, Contact, History +M. Philosophy +X.1 List of Species +X.2 List of Classes +X.3 List of Skills +X.4 Keys and Commands +X.5 List of Enchantments + + +-------------------------------------------------------------------------------- +A. Overview +-------------------------------------------------------------------------------- + +Crawl is a fun game in the grand tradition of games like Rogue, Hack and Moria. +Your objective is to travel deep into a subterranean cave complex and retrieve +the Orb of Zot, which is guarded by many horrible and hideous creatures. + +Detailed instructions for playing Crawl follow. If you want to get into the game +quickly, read the quick-start guide (quickstart.txt) and learn as you play. +Otherwise, it may be worth your while to read at least part of this file +(although it will probably confuse you somewhat). Read at least the disclaimer +in section L of this document and the licence.txt file, though. + + +-------------------------------------------------------------------------------- +B. STARTING SCREEN +-------------------------------------------------------------------------------- + +After starting Crawl, you'll be asked to type in a name. If there is a saved +game of that character, it will be restored, otherwise you proceed choosing race +and class (this can be done in either order). The choice ofspecies affects +several important characteristics, in particular the speed with which the +different skills are learned. This is very important, and helps to differentiate +clearly the 26 available races. To be complete, the following factors are +species-dependent: + +Major: o Your choice of classes + o Your rate of level advancement + o Your rate of skill advancement + o Your initial primary attributes (this also depends on class) + +Minor: o Occasional bonus points added to some primary attributes + o The amount of hit points you get each level + o The amount of magic points you get each level + o Your initial equipment (this also depends on class) + o Various special abilities and powers + +Note that Humans are the average to which all other races are compared. + +The choice of class is definitely less decisive than that of species in Crawl. +Basically, it settles what the character has learned prior to entering the +dungeon (i.e. the starting skills), and also has impact on equipment and +hit/magic points at start. + +Some species are slower than humans in most/all skills. For some classes these +races may seem to have very few skills because they haven't quite earned the +first level of several of their skills (Centaurs are notable in this regard... +although non-human Wanderers can appear to start with no apparent skills at +all). This isn't a bug or an oversight, these species are just particularly +weaker than humans at these classes. + +You will notice that no species (except Humans) has access to all classes. +Looking at the available combinations should give you a rough impression about +the weaknesses and strengths of the different races. + +For some combinations of race and class, some further choices have to be made, +e.g. of starting god for Chaos Knights, or of starting weapon for Fighters. + + +-------------------------------------------------------------------------------- +C. ATTRIBUTES AND STATS +-------------------------------------------------------------------------------- + +The stat area tp the right of the playing map shows a lot of numbers. These +describe different aspects of the hero. The most basic ones are + +Hit points: A measure of life force. Death results from hitpoints dropping +----------- to zero or less (although there are additional ways to die). + The main screen shows hit points in the format HP: 8/10 + which means that the number of maximal hit points is 10, from + which the character currently has 8. Resting (by pressing 's', + '.', Del will slowly restore hit points; for longer resting use + '5' or Shift-Num-5). + + Some very battle-fixated characters may end up with more than + 250 hit points, yet some spellcasters are known to have finished + the game victorious with less than 100 hit points. + +Magic points: A measure of magic or other intrinsic power. This is used for +------------- spellcasting, but also berserking and invoking of many special + abilities. Displayed in a style similar to hit points, nothing + bad happens if these drop to zero. Resting restores these, too. + + It is uncommon to have more than 50 magic points (without using + external devices). + +Level: Starting characters have experience level 1; the highest level +------ is 27. The current level is displayed in the stat area after + "Experience". Gaining a level nets additional hit and magic + points, as well as spell slots and sometimes primary attributes. + +The following primary attributes describe the abilities of a character to fight, +dodge, learn spells etc. They grow permanently from gaining levels, and +temporary from using appropriate artefacts or abilities. Crawl has only three: + +Strength: Affects the amount of damage you do in combat, as well as how +--------- much stuff you can carry. + +Intelligence: Affects how well you can cast spells as well as your ability +------------- to use some magical items. + +Dexterity: Affects your accuracy in combat, your general effectiveness +---------- with missile weapons, your ability to dodge attacks aimed at + you, and your ability to use thiefly skills such as + backstabbing and disarming traps. Although your dexterity does + not affect your evasion score (EV) directly, any calculation + involving your EV score also takes account of your dexterity. + +Furthermore, the following numbers settle the appearance of your character. + +Armour Class: Also called AC, when something injures you, your AC reduces the +------------- amount of damage you suffer. The number next to your AC is a + measure of how good your shield (if any) is at blocking attacks. + In both cases, more is better. + +Evasion: Also called EV, this helps you to avoid being hit by unpleasant +-------- things. + +Gold: This is how much money you're carrying. Money adds to your +----- final score, and can be used to purchase items in shops. + +Magic Resistance: Affects your ability to resist the effects of enchantments and +----------------- similar magic directed at you. Although your magic resistance + increases with your level to an extent determined by your + character's species, the creatures you will meet deeper in the + dungeon are better at casting spells and are more likely to be + able to affect you. MR is an internal variable, so you can't see + what yours is. + +Sometimes characters will be able to use special abilities, for example the +Naga's ability to spit poison or the magical power to turn invisible granted by +a ring. These are accessed through the 'a' command. + +There are many ailments or enchantments that can temporarily befall you. These +are noted in the stats area below the experience line. Many of them are +self-explaining, like Pray, or Hungry. Many others, however, can be subtle, and +a full list with explanations is given in appendix X.5. + + +-------------------------------------------------------------------------------- +D. EXPLORING THE DUNGEON +-------------------------------------------------------------------------------- + +Movement: +--------- +You can make your character walk around with the numeric keypad (try both +Numlock on and off) or the "Rogue" keys (hjklbnyu). If this is too slow, you can +make your character walk repeatedly by typing shift and a direction. They will +walk in that direction until any of a number of things happen: a hostile monster +is visible on the screen, a message is sent to the message window for any +reason, you type a key, or you are about to step on anything other than normal +floor or an undiscovered trap and it is not your first move of the long walk. +Note that this is functionally equivalent to just pressing the direction key +several times. + +Resting and Searching: +---------------------- +If you press shift and '5' on the numeric keypad (or just the number '5' on the +keyboard) you rest for 100 turns or until your hit points or magic return to +full, whichever is sooner. You can rest for just one turn by pressing '.', +Delete, 's', or '5' on the keypad. Whenever you are resting, you are assumed to +be observing your surroundings, so you have a chance of detecting any traps or +secret doors adjacent to you. + +Examining: +---------- +The section of the viewing window which is coloured (with the '@' representing +you at the centre) is what you can see around you. The dark grey around it is +the parts of the level which you have visited, but cannot currently see. The 'x' +command lets you move the cursor around to get a description of the various +dungeon features, and typing '?' when the cursor is over a monster brings up a +short description of that monster. You can get a map of the whole level (which +shows where you've already been) by typing the 'X' key. This map specially +colour-codes stairs and known traps, even if something is on top of them. + +Staircases and Portals: +----------------------- +You can make your way between levels by using staircases, which appear as '>' +(down) and '<' (up), by pressing the '>' or '<' keys. If you ascend an up +staircase on level one, you will leave the dungeon forever; if you are +carrying the magical Orb of Zot, you win the game by doing this. +Occasionally you will find an archway; these lead to special places like shops, +magical labyrinths, and Hell. Depending on which type of archway it is, you can +enter it by typing '<' or '>'. + +Doors and Traps: +---------------- +Doors can be opened with the 'o' command and closed with the 'c' command. +Pressing control plus a direction also opens doors. If there is no closed door +in the indicated space, you will attempt to attack any monster which may be +standing there (this is the only way to attack a friendly creature hand-to- +hand). If there is no creature there, you will attempt to disarm any trap in +the target square. If there is apparently nothing there you will still attack +it, just in case there's something invisible lurking around. +A variety of dangerous and irritating traps are hidden around the dungeon. Traps +look like normal floor until discovered. Some traps can be disarmed with the +control-direction commands. + +Shops: +------ +When you are in a shop, you are given a list of the shopkeeper's stock from +which to choose, and a list of instructions. Unfortunately the shopkeepers all +have an enterprise bargaining agreement with the dungeon teamsters union which +prevents them using non-union labour to obtain stock, so you can't sell +anything in a shop (but what shopkeeper would buy goods from a disreputable +adventurer like you, anyway?). + +Automated Travel and Exploration: +--------------------------------- +Crawl has an extensive automated travel command: pressing Ctrl-G lets you chose +any dungeon level, the game will then take the shortest path to reach this +destination. You can use autotravel also on the level map: move the cursor to +the place where you want to go and hit Enter. There are several shortcuts when +choosing destinations: try '<' and '>' to quickly reach the staircases. When +your autotravel gets interrupted, Crawl will remember the previous destination. +Hitting Ctrl-G again and following with Enter puts the cursor on that square. +See appendix X.4 for all commands and shortcuts in level-map mode. +Another use of autotravel is exploration: Ctrl-O makes your character move +to the nearest unexplored area. This can be dangerous - do not use it when known +hostiles are around! Also note that this algorithm is not optimal: by manual +exploration you can save turns; yet auto-explore will probably save real-time. + +Stashes and Searching: +---------------------- +Since you can only carry 52 items, you will want to safely stash things away +at some time. Pressing Ctrl-S tells Crawl to consider all items on the square +as a Stash (this is only necessary with the option stash_tracking=explicit, +which is the default; with the other two values manually declaring stashes is +not necessary). You can use the Find command Ctrl-F to search among your +stashes; the parser accepts even regular expressions, although you will mostly +just need strings like 'mutation', 'heal wounds' etc. Ctrl-F also looks among +items in shops. A list with all places is presented, where objects matching +the search are (or have been) located; you can then travel there. + +The Goal: +--------- +You goal is to locate the Orb of Zot, which is held somewhere deep beneath the +world's surface. The Orb is an ancient and incredibly powerful artefact, and +the legends promise great things for anyone brave enough to extract it from +the fearsome Dungeon. Some say it will grant immortality or even godhood to +the one who carries it into the sunlight; many undead creatures seek it in the +hope that it will restore them to life. But then, some people will believe +anything. Good luck! + +Further Help: +------------- +A full list of the commands available to you can be accessed by typing '?' +(question mark). If you don't like them, they can be changed by the use of +keymaps and macros. See macro.txt in the Docs directory. A full list of all +default commands (in the various modes) also appears in appendix X.4. + + +-------------------------------------------------------------------------------- +E. EXPERIENCE AND SKILLS +-------------------------------------------------------------------------------- + +When you kill monsters, you gain experience points (xp) and you also receive one +half experience for monsters killed by friendly creatures. When you get enough +xp, you gain an experience level, making your character more powerful. As they +gain levels, characters gain more hit points, magic points, and spell levels. + +Additionally, the experience you gain is used for your experience pool. This +pool of points is used up whenever you practice a skill. These skills represent +proficiency with all areas of endeavour an ambitious adventurer might need in +the dungeons. They range from different weapon skills (both for close and ranged +combat) to many magical skills and several additional activities like Dodging or +Stabbing. See appendix X.3 for a detailed description of all skills present in +Crawl. It is very important that the learn in which a character learns a skill +depends solely on race. These so-called aptitudes are hinted at generally in the +list of species (see appendix X.1). + +You can see your character's skills by pressing the 'm' key; the higher the +level of a skill, the better you are at it. Every time your character gains +experience points, those points become available to increase skills. You convert +experience points into skill levels by practising the skill in question (e.g. +fight with a certain type of weapon, cast a certain type of spell, or walk +around wearing light armour to practise stealth). The amount of unassigned +experience points is shown next to your experience total on the main screen as +well as on the skills screen, and the number in blue next to each skill counts +down from 9 to 0 as you get closer to gaining a level in that skill. + +You can elect not to practise a particular skill by selecting it in the skill +screen (making it turn dark grey). This means that you will be less likely to +increase that skill when you practise it (and will also not spend as many +experience points on it). This can be useful for skills like stealth which use +up points whenever you move. It can also be used on a specific weapon skill if +you want to spend more points on Fighting, and similarly with magic skills and +Spellcasting. + +Occasionally you fill a manual of a skill which allows to make quick progress in +this area. Whenever you read it, all free experience is transferred into +exercising this particular skill. This can be done until a fixed amount of +experience has been spent that way. + + +-------------------------------------------------------------------------------- +F. MONSTERS +-------------------------------------------------------------------------------- + +In the caverns of Crawl, you will find a great variety of creatures, most of +which are displayed by capital or small letters of the alphabet. Many of them +would very much like to eat you. To stop them doing this, you will need to +fight. To attack a monster, stand next to it and move in its direction; this +makes you attack it with your wielded weapon. Of course, some monsters are just +too nasty to beat, and you will find that discretion is often the better part of +valour. + +Some monsters can be friendly; friendly monsters will follow you around and +fight on your behalf (you gain 1/2 the normal experience points for any kills +they make). You can command your allies using the '!' key, which lets you either +shout to attract them or tell them who to attack. + +A special kind of monsters are Uniques. Many of these come up with very nasty +ideas how to rid the dungeon of you. Treat them very carefully, in particular if +you meet a unique for the first time. + +Other, even rarer, obstacles are statues. These appear in a variety of ways, +ranging from harmless granite ones (who still often signify something of +interest) to really dreadful ones. Be alert whenever seeing such a statue. The +best method to destroy statues is by means of wands of disintegration; you can +also bash one by brute force, however. + +When playing Crawl, you will undoubtely want to develop a feeling for the +different monster types. For example, some monster leave edible corpses, others +don't, and still others are sometimes. Guided by intuition, you will soon figure +out which monsters make the best meals. Likewise, ranged or magic attackers will +prove a different kind of threat then closed combateers. Learn from past deaths +and remember which monsters pose the most problems. Try to treat them with +different measures in future encounters. + + +-------------------------------------------------------------------------------- +G. ITEMS +-------------------------------------------------------------------------------- + +In the dungeons of Crawl there are many different kinds of normal and magical +artefacts to be found and used. Some of them are useful, some are nasty, and +some give great power, but at a price. Some items are unique; these have +interesting properties which can make your life rather bizarre for a while. +They all fall into several classes of items, each of which is used in a +different way. Here is a general list of what you might find in the course of +your adventures, how these are displayed and what commands there are to use +them: + +) weapons (use 'w'ield) +( ammunition (use 't'hrow or 'f'ire) +[ armour (use 'W'ear and 'T'ake off) +% food (use 'e'at; also 'D'issect for corpses) +? scrolls (use 'r'ead) +! potions (use 'q'uaff) +/ wands (use 'z'ap) += rings (use 'P'ut on and 'R'emove) +" amulets (use 'P'ut on and 'R'emove) +\ staves, rods (use 'w'ield for staves; 'E'voke for rods) ++ spellbooks (use 'r'ead and 'M'emorise and 'Z'ap) +} miscelleneous (use generally 'w'ield and 'E'voke) + +There are several general keys for item management: +'d' drop item +'g' pick up item from the ground (also with the comma key ',') + for several items press 'g' or ',' twice to get a pickup menu +'=' reassign item slot (works also for spells slots) +'i' shows inventory +'v' examine item +'}' inscribe item +'\' check list of already discovered items + +Item usage: +----------- + You pick items up with the 'g'et or ',' (comma) command and drop them with + the 'd'rop command. When you are given a prompt like "drop which item?" or + "pick up ?", if you type a number before either the letter of the item, + or 'y' or 'n' for yes or no, you will drop or get that quantity of the item. + Picking up items from one square takes always one turn. Dropping several + items in one go takes _more_ turns, so be careful here. + + Typing 'i' gives you an inventory of what you are carrying. When you are + given a prompt like "Throw [or wield, wear, etc] which item?", you can type + the letter of the item, or you can type '?' or '*' to get an inventory list. + '?' lists all appropriate items, while '*' lists all items, appropriate or + not. When the inventory screen is showing "-more-", to show you that there + is another page of items, you can type the letter of the item you want + instead of Space or Enter. You can carry at most 52 items at once, and the + total weight is bounded by your carrying capacity. Both of these are printed + at the top of the inventory screen. + + You can use the adjust command (the '=' key) to change the letters to which + your possessions are assigned. This command can be used to change spell + letters as well. + + Some items can be stickycursed, in which case they weld themselves to your + body when you use them. Such items usually carry some kind of disadvantage: + a weapon or armour may be damaged or negatively enchanted, while rings can + have all manner of unpleasant effects on you. If you are lucky, you might + find magic which can rid you of cursed items. + + Items like scrolls, potions and some other types each have a characteristic, + like a label or a colour, which will let you tell them apart on the basis of + their function. However, these characteristics change between each game, so + while in one game every potion of healing may be yellow, in another game + they might all be purple and bubbly. Once you have discovered the function + of such an item, you will remember it for the rest of the current game. You + can access your item discoveries with the '\' key. + + A very useful command is the 'v' key, which gives you a description of what + an item does. This is particularly useful when comparing different types of + weapons, but don't expect too much information from examining unidentified + items. + + Another useful command is the '{' key which lets you inscribe items with a + comment. You can also inscribe commands; in particular inscripting '=k' + will cause the item to be completely ingnored from now on (it can only be + picked up if all items on that square have the '=k' mark). An item with '@w9' + can be wielded with the command 'w9', i.e. regardless of their actual item + slot (here 'w'ield could be replaced by any sensible command key, using '*' + signifies all keys at once; and the '9' could be substituted by any digit). + An item with '!w' demands confirmation before wielding. For more on this, and + especially auto-inscription, see crawl-options.txt. + +) Weapons: +---------- + These are rather important. You will find a variety of weapons in the + dungeon, ranging from small and quick daggers to huge, cumbersome + battleaxes and pole-arms. Each type of weapon does a differing amount of + damage, has a different chance of hitting its target, and takes a + different amount of time to swing. You should choose your weapons + carefully; trying to hit a bat with a greatsword is about as clever as + bashing a dragon with a club. For this reason it is wise to have a good + mixture of weapon skills. Skills affect damage, accuracy and speed. + + Weapons can be enchanted; when they are identified, they have values which + tell you how much more effective they are than an unenchanted version. The + first number is the enchantment to-hit, which affects the weapon's + accuracy, and the second is its damage enchantment; weapons which are not + enchanted are simply '+0'. Some weapons also have special magical effects + which make them very effective in certain situations. Some types of hand + weapons (especially daggers, spears and hand axes) are quite effective + when thrown. + + You can wield weapons with the 'w' command, which is a very quick action. + If for some reason you want to go bare-handed, type 'w' followed by a + hyphen ('-'). Note that weapons are not the only class of item which you + can wield. + + The ' (apostrophe) key is a shortcut which automatically wields item a. If + item a is being wielded, it causes you to wield item b instead, if possible. + Try assigning the letter a to your primary weapon, and b to your bow or + something else you need to wield only sometimes. Note that this is just a + typing shortcut and is not functionally different to wielding these items + normally. + +( Ammunition: +------------- + If you would rather pick off monsters from a safe distance, you will need + ammunition for your sling or bow. Darts are effective when simply thrown; + other kinds of ammunition require you to wield an appropriate device to + inflict worthwhile damage. Ammunition has only one "plus" value, which + affects both accuracy and damage. If you have ammunition suitable for + what you are wielding, the 'f' command will choose the first lot in your + inventory, or you can use the 't' command to throw anything. If you are + using the right kind of hand weapon, you will "shoot" the ammunition, + otherwise you "throw" it. At times it also sensible to throw weapons like + spears, daggers, or hand axes. + + When throwing something, you are asked for a direction. You can either + enter one of the directions on your keypad, or type '*' and move the + cursor over your target if they are not in a direct line with you. When + the cursor is on them, press '.' (period) or Delete to target them (you + can also target an empty space if you want). If you press '>' instead of + '.', the missile will stop at that space even if it misses, and if the + target space is water, it may hit anything which might be lurking beneath + the surface (which would otherwise be missed completely). If you type '.' + (or Del) instead of a direction or '*', or if you target yourself as + described above, you throw whatever it is at yourself (this can be useful + when zapping some wands; see later). Also, if you type 'p' instead of a + direction or '*', you will target your previous target (if still + possible). + +[ Armour: +--------- + This is also rather important. When worn, most armour improves your Armour + Class, which decreases the amount of damage you take when something + injures you. Unfortunately the heavier types of armour also hamper your + movement, making it easier for monsters to hit you (ie reducing your + evasion score) and making it harder for you to hit monsters. These effects + can be mitigated by a high Armour skill. Wearing heavy armour also + increases your chances of miscasting spells, an effect which is not + reduced by your Armour skill. + + A Shield normally affects neither your AC or your evasion, but it lets you + block some of the attacks aimed at you and absorbs some of the damage you + would otherwise receive from things like dragon breath and lightning + bolts. Wearing a shield (especially a large shield) makes you less + effective in hand combat. Shields are more effective when you're fighting a + small number of foes than when you're surrounded. + In general, shields come in three sizes: bucklers, shields, and large + shields. All shields can be used with bows and rods, although the penalties + make it rather inadvisable for anything other than a buckler. + + Some magical armours have special powers. These powers are sometimes + automatic, affecting you whenever you wear the armour, and sometimes must + be activated with the 'a' command. + + You can wear armour with the 'W' command, and take it off with the 'T' + command. + +% Food: +------- + This is extremely important. You can find many different kinds of food in + the dungeon. If you don't eat when you get hungry, you will eventually + die of starvation. Fighting, carrying heavy loads, casting spells, and + using some magical items will make you hungry. When you are starving you + fight less effectively as well. You can eat food with the 'e' command. + +? Magical Scrolls: +------------------ + Scrolls have many different magical spells enscribed on them, some good + and some bad. One of the most useful scrolls is the scroll of Identify, + which will tell you the function of any item you have in your inventory; + save these up for the more powerful and inscrutable magic items, like + rings. You can read scrolls (and by doing so invoke their magic) with the + 'r' command. + +! Magical Potions: +------------------ + While scrolls tend to affect your equipment or your environment, most + potions affect your character in some way. The most common type is the + simple healing potion, which restores some hit points, but there are many + other varieties of potions to be found. Potions can be quaffed (drunk) + with the 'q' command. Try to avoid drinking poisonous potions! + By the way, you can also drink from fountains you encounter in the dungeon. + +/ Wands: +-------- + Sometimes you will be lucky enough to find a stick which contains stored + magical energies. Wands each have a certain amount of charges, and a wand + will cease to function when its charges run out. You must identify a wand + to find out how many uses it has left. Wands are aimed in the same way as + missile weapons, and you can invoke the power of a wand by 'z'apping it. + +=" Rings and Amulets: +--------------------- + Magical rings are among the most useful of the items you will find in the + dungeon, but can also be some of the most hazardous. They transfer various + magical abilities onto their wearer, but powerful rings like rings of + regeneration or invisibility make you hunger very quickly when activated. + You can put on rings with the 'P' command, and remove them by typing 'R'. + You can wear up to two rings simultaneously, one on each hand; which hand + you put a ring on is immaterial to its function. Some rings function + automatically, while others require activation (the 'a' command). + + Amulets are similar to rings, but have a different range of effects (which + tend to be more subtle). Amulets are worn around the neck, and you can + wear only one at a time. + +\ Staves: +--------- + There are a number of types of magical staves. Some enhance your general + spellcasting ability, while some greatly increase the power of a certain + class of spells (and possibly reduce your effectiveness with others). + Some are spell staves, and hold spells which you can cast without having + to memorise them first, and also without consuming food. You must wield a + staff like a weapon in order to gain from its power, and magical staves + are as effective as +0 quarterstaves in combat. Spell staves can be + Invoked with the 'E' command while you are wielding them. + ++ Books: +-------- + Most books contain magical spells which your character may be able to learn. + You can read a book with the 'r' command, which lets you access a + description of each spell, or memorise spells from it with the 'M' command. + Some books have other special effects, and powerful spellbooks have been + known to punish the attentions of incompetent magicians. + Occassionally you will find manuals of some skill. Reading these will cause + to go your free experience straight into that skill. + +% Carrion: +---------- + If you manage to kill a monster delicately enough to avoid scattering bits + of it around the room, it may leave a corpse behind for you to play with. + Despite the fact that corpses are represented by the same '%' sign as + food, you can't eat them without first cutting them into pieces with the + 'D' command, and being extremely hungry helps as well. Even then, you + should choose your homemade food with great care. + Some classes are less restricted about selfmade food: Trolls can use their + claws, so do not need a cutting device. Also Trolls, Orcs, Ogres, and Kobolds + care less (in different degrees) about the quality of the corpse. Ogres and + Trolls are happy to have corpse-snacks anytime. This does not apply to Ogre + Mages, as that race separated itself from the brutish traits of their distant + relatives. + +{ Miscellaneous: +---------------- + These are items which don't fall into any other category. You can use many + of them by wielding and 'E'voking them. You can also use some other + special items (such as some weapons) by invoking them in this way. + +Racial Items: +------------- + Some items have been crafted by members of a gifted race, and have special + properties. In addition, items made by a specific race work better in the + hands of people of that race. + + Dwarven weapons and armours are very durable, and do not rust or corrode + easily. + + Orcish bows/crossbows are particularly effective in combination with orcish + arrows/bolts. + + Elven armour is unusually light, and does not affect the dodging or stealth + of its wearer to the extent that other armours do. Elven cloaks and boots + are particularly useful to those who wish to be stealthy, and elven bows are + particularly effective in conjunction with elven arrows. + + Centaurs and Nagas have uniquely shaped bodies. With luck, however, a + character of these species might find a Centaur or Naga barding. + + +-------------------------------------------------------------------------------- +H. SPELLCASTING +-------------------------------------------------------------------------------- + +Magical spells are a very important part of surviving in the dungeon. Every +character class can make use of magical spells, although those who enter the +dungeon without magical skills must practise by reading scrolls before they can +attempt spellcasting. + +There are many skills related to magic, the principal one being Spellcasting. +This determines the number of Magic available and higher Spellcasting helps at +several places when spells are involved. Next there are several general areas +(Conjuration, Enchantments, Summonings, Necromancy, Translocations, +Transmigration, and Divination) as well as several elemental areas (Fire, Ice, +Air, and Earth). A particular spell can belong (and thus train) to up to three +areas. Being good in the areas of a spell will improve the casting chance and in +many cases the effect as well. + +Spells are stored in books, which you will occasionally find in the dungeon. +You can read books with 'r' to look what spells they contain. In order to try to +memorise a certain spell, use the 'M' command. Memorising can take a while. Each +spell has a Level, which denotes the amount of skill required to use it as well +as indicating how powerful it may be. You can only memorise a certain number of +levels of spells; type 'M' to find out how many. When you gain experience +levels, you can memorise more, and you will need to save up for several levels +to memorise the more powerful spells. When you cast a spell, you temporarily +expend some of your magical energy as well as becoming hungrier (although more +powerful spellcasters hunger less quickly from using magic). + +You activate a memorised spell by pressing 'Z' (for Zap). The spells available +are labelled with letters; you are free to change this labelling with the '=' +command. You can assign both lowercase and uppercase letters to spells. Some +spells, for example most damage dealing ones, require a target. This is done in +the same way as throwing projectiles: chose a direction to fire straight, or +chose a monster with the '+' or '-' keys and press '.' (or Enter) to fire; +finally you can manually target by pressing '*'. See appendix X.4 for a list of +all commands while targeting. + +High level spells are difficult to cast, and you may miscast them every once +in a while (resulting in a waste of magic and possibly dangerous side-effects). +Your chance of failing to cast a spell properly depends on your skills, your +intelligence, the level of the spell and whether you are wearing heavy armour. +Failing to cast a spell exercises your spell skills, but not by as much as +casting it successfully. + +Many of the more powerful spells carry disadvantages or risks; you should read +the spell description (obtained by reading the spellbook in which you found +the spell) before casting anything. + +There is a completely different way to the usage of spells: via rods. These +are magical staves holding a number of spells. + +Be careful of magic-using enemies! Some of them can use magic just as well as +you, if not better, and often use it intelligently. + + +-------------------------------------------------------------------------------- +I. RELIGION +-------------------------------------------------------------------------------- + +There are a number of Gods, Demons and other assorted Powers who will accept +your character's worship, and sometimes give out favours in exchange. You can +use the '^' command to check the requirements of whoever it is that you +worship, and if you find religion to be an inconvenience you can always +renounce your faith (use the 'a' command - but some Gods resent being +scorned!). + +The 'p' command lets you pray to your God. Anything you do while praying, you +do in your God's name - this is how you dedicate your kills or corpse-sacrifices +('D' command) to your God, for example. Note that not all gods like this. +Praying also gives you a sense of what your God thinks of you, and can be used +to sacrifice things at altars. + +To use any powers which your God deems you fit for, access the abilities menu +with the 'a' command; God-given abilities are listed as invocations. + +Some classes start out religious; others have to pray at an altar to dedicate +themselves to a life of servitude. There are altars scattered all over the +dungeon, and your character has heard rumours of a special temple somewhere +near the surface. At an altar, you can read a description of that god's general +attitude by pressing 'p'. You will be asked afterwards if you really want to +attend this circle. + +Crawl currently has the following gods: + Zin + The Shining One + Kikubaaqudgha + Yredelemnul + Xom + Vehumet + Okawaru + Makhleb + Sif Muna + Trog + Nemelex Xobeh + Elyvilon + +The following gods can be worshipped from the very beginning by some classes: + Zin traditional priests + Yredelemnul priests of death, and death knights + The Shining One paladins + Trog berserker + Xom chaos knights + Makhleb chaos knights + Elyvilon healers + + +-------------------------------------------------------------------------------- +J. MUTATIONS +-------------------------------------------------------------------------------- + +Although it would doubtless be a nice thing if you could remain genetically +pure, there are too many toxic wastes and mutagenic radiations in the Dungeon +for that to be possible. If your character is so affected by these that he or +she undergoes physiological change, you can use the 'A' command to see how +much of a freak they've become and the 'a' command to activate any mutations +which can be controlled. Many mutations are actually beneficial to the +characters, but there are plenty of nasty ones, as well. Many mutations have +three levels, each of which counts as a single mutation. All changes to the +primary attributes Strength, Intelligence, and Dexterity (apart from those by +levelling) are handled as mutations - in particular, these are not necessarily +permanent. + +You can also become mutated by overusing certain powerful enchantments, +particularly Haste (not the kind you get from being berserk) and Invisibility, +as your system absorbs too much magical energy - but you would have to spend +almost all of your time hasted or invisible to be affected. However, some +powerful items radiate dangerous levels of magical energy. More often than +not, the mutations caused by magical radiations express harmfully. + +Furthermore, certain corpses are mutagenic, and there are traps with mutation +effects. There are some spells invoking mutations. + +It is much more difficult to get rid of bad mutations. Am lucky mutation +attempt can actually remove mutations. However, the only sure fire way is to +quaff a potion of cure mutation, which will remove three random mutations. + +A special case are Demonspawns. Characters of this species get certain special +powers during their career; these are listed in red. They are permanent and +can never be removed. If one of your Demonspawn powers has been augmented by a +mutation, it is displayed in a lighter red colour. + + +-------------------------------------------------------------------------------- +K. KEYMAPS, MACROS, AND OPTIONS +-------------------------------------------------------------------------------- + +Crawl supports redefining keys via key maps. This is useful when your keyboard +layout makes some key awkward to use. You can also define macros: these are +command sequences which can make playing a great deal more convenient. Note +that mapping 'a' to some other key will treat almost all pressings of 'a' in +that new way (including dropping and wielding etc.), so is not recommended. +Macroing 'a' to some other key will only change the command key 'a'. + +You can set up key maps and macros in-game with the ` key, and save them with +the ~ key. Alternatively, you can directly edit the macros.txt file. For more +information on both and for examples, see the crawl_macros.txt. + +Crawl supports over 100 options which allows for great flexibility in the +interface. The decisive account on these is in the file crawl_options.txt. +The options themselves are set in the file .crawlrc (for unix systems) or +init.txt (for Windows). + +Several interface routines are outsourced to external Lua scripts. The standard +distribution has them in the Lua directory. Have a look at the single scripts +for short descriptions. + + +-------------------------------------------------------------------------------- +L. LICENCE, CONTACT, HISTORY +-------------------------------------------------------------------------------- + +Licence: Read Licence.txt for information about the Crawl licence (which + is practically identical to the nethack GPL). + +Disclaimer: This software is provided as is, with absolutely no warranty + express or implied. Use of it is at the sole risk of the user. + No liability is accepted for any damage to the user or to any + of the user's possessions. + +If you want to discuss Crawl, it's best to stick to the long-standing newsgroup + rec.games.roguelike.misc. +Flag queries with -crawl- as other games are discussed there, as well. All +topics related to this game usually meet a warm reponse there, including tales +of victories (going under 'YAVP', i.e. 'Yet Another Victory Post'), especially +first victories (YAFVP) as well as sad stories of deceased characters (being +'YAAD' or 'YASD', i.e. 'Yet Another Annoying/Stupid Death'). + +The Stone Soup branch of Dungeon Crawl has its own homepage located at + http://crawl-ref.sourceforge.net +Use this page for direct links to downloads of the most recent version. You can +also submit bug reports and feature requests there. Be sure to have a look if +you bug/feature isn't already in the list. For more complicated requests it +might be a good idea to discuss them at the newsgroup first. + +The history of Crawl is somewhat twisted, as is the case with many open-source +projects of this size. It started in 1995, when Australian based Linley +Henzell decided to create a game that takes its cue from Angband and Nethack +but avoids several things annoying him in both these games. Progress was made +rapidly, and Linley produced Crawl versions up to 3.30 in March 1999. During +this time all of the basic design principles discussed in the next section were +already established. Further work was then carried out by a group of developers +who released 3.40 in February 2000. Of them, Brent Ross emerged as the single +maintainer, producing versions until 4.0.0.beta26 in 2002. After a long period +of silent work, he went a great step by releasing 4.1.2alpha in August 2005. +This version is generally considered unplayable due to severe balancing issues. +It is likewise accepted, however, that 4.1.2 contained many valuable ideas for +future progress. In the meantime, several patches appeared, improving Crawl's +interface tremendously. Several of them formed a new devteam; after figuring +out that rebalancing 4.1.2 threatened to become an impossible task, they created +a new branch. This was coined Stone Soup for some reason, and is the game this +manual describes. + +It should be mentioned that there have been other Crawl variants over the years, +among them Ax-Crawl by... and Tile Crawl by.... + +The object of your quest in Crawl (the Orb of Zot) was taken from Wizard's +Castle, a text adventure written in BASIC. + + +-------------------------------------------------------------------------------- +M. PHILOSOPHY +-------------------------------------------------------------------------------- + +You may ponder about the wisdom of certain design decisions of Crawl. This +section tries to explain some of them. It could also be of interest if you are +used to other roguelikes and want a bit of background on the differences. + +One basic design principle is avoidance of grinding. This explains why shops +don't buy: otherwise players would hoover the dungeon for items to sell. Of +course, there are gods accepting all kinds of sacrifices (and thus altar +grinding) but there are generally better ways to increase piety there. Another +instance: there's no infinite commidity available: food, monster and item +generation is generally not enough to support infinite play. Not messing with +lighting also falls into this category. + +Another key feature is clarity: things ought to work in an intuitive way. While +not true for everything, Crawl probably is winnable without access to spoilers. +At least that's the hope, and surely there are less hidden tricks than in +similar games. + +The skills and aptitude system is one of the factors for strategic play. It also +serves to clearly differentiate the many species; thus providing replayability, +in particular since the class/race combinations are by no means homogeneous in +difficulty. Note that a rough idea about aptitudes is definitely enough to win, +yet players can optimise here, as well. +A weak spot of the current skill system is 'victory dancing', where characters +spend experience accumulated in a big battle with stupid actions (like casting +Magic Dart at the wall) in order to increase specific skills. + +A very important point in Crawl is steering away from nobrainers. Examples for +this are the resistances: there are very few permanent sources, most involve a +choice (like rings or specific armour) or are only semi-permanent (like +mutations). Another example is the absence of guaranteed wishes (even scrolls of +acquirement produce random items in general) or sure-fire means of life saving +(the closest equivalent are controlled blinks). + +The branch system of Crawl is devised with replayability in mind: even veteran +players will find the Hells exciting (which themselves are construed such that +life endangering situations can always pop up - this tries to avoid the walking +tank phenomon occurring in many games), and the Tomb is particularly easy only +for special playing styles. + +The deep tactical gameplay Crawl aims for necessitates permanent dungeon levels. +Many a time characters have to choose between descending or battling. While +carefulness is a virtue in Crawl as it is in many other roguelikes, there are +strong forces driving characters deeper. + +Finally, there are deliberate choices that allow different playing styles. For +example, Mummies do not need to eat and so are principally suited for a infinite +play. Draconians, on the other hand, develop their final form (including +aptitudes, and sometimes resistances) only at level 7. These are a deviation +from the usual rule that after choosing a race, the complete future of that +character lies in the hand of the player. + + +-------------------------------------------------------------------------------- +X.1 LIST OF CHARACTER SPECIES +-------------------------------------------------------------------------------- + +Human: +------ + Humans tend to be hardworking and industrious, and learn new things quickly. + The human race is the most versatile of all the species available to + players: humans can be of any class. Humans advance quickly in levels and + have equal abilities in all skills. + +Elves: +------ + There are a number of distinct races of elf in the world. Elves are all + physically slight but long-lived people, quicker-witted than humans but + sometimes slower to learn new things. Elves are especially good at using + those skills which require a degree of finesse, such as stealth, sword- + fighting and archery, but tend to be poor at using brute force and inelegant + forms of combat. They find heavy armour uncomfortable, and make the finest, + lightest armours to be found anywhere. Elves are particularly good at using + elven weapons. + + Due to their fey natures, all elves are good at using enchantments and air + elemental magic and most are poor at invoking the powers of earth and death + (necromancy). + + (Common) Elves: + --------------- + Those of the most common strain are referred to simply as elves or, when + they're not listening, as common elves. Common elves have good intelligence + and dexterity, but suffer a bit in strength. They have slightly fewer HP and + slightly more magic than humans, and advance in experience a bit more + slowly. + + High Elves: + ----------- + High elves are a tall and powerful elven race who advance in levels very + slowly, requiring half again as much experience as do humans. They share the + same attributes as common elves in most respects, but their strengths and + weaknesses tend to be more pronounced. + + Grey Elves: + ----------- + Grey elves also advance slowly, but not as slowly as high elves. They excel + at using short and long swords and bows, but are poor at other fighting + skills. They are excellent at all forms of magic except for necromancy. + + Deep Elves: + ----------- + The deep elves are an elven race who long ago fled the overworld to live in + darkness underground. There they developed their mental powers, evolving a + natural gift for all forms of magic (including necromancy and earth magic), + and adapted physically to their new environment, becoming shorter and weaker + than other elves and losing all colouration. They are poor at hand-to-hand + combat but excellent at fighting from a distance. + + Sludge Elves: + ------------- + Sludge elves are a somewhat degenerate race of elves. They are mirror images + of normal elves in some respects: they have no special proficiency with bows + or swords (long or short), nor do they have any aptitude in the traditional + areas of high elven magic (enchantments, conjurations and divinations). On + the other hand, they are superlative transmuters, and are comfortable + dabbling in necromantic, poison and elemental magic. As fighters they are + often more dangerous unarmed than armed. They advance in level slightly + faster than their common brethren. + +Dwarves: +-------- + Dwarves are short, hardy people. They love to fight, and often venture forth + from their subterranean cities to seek fame and fortune through battle. + Their armour and weapons are very well-crafted and much more durable than + the products of lesser artisans. Dwarves are particularly dangerous when + using dwarven weaponry. + + Hill Dwarves: + ------------- + Hill dwarves are extremely robust but are poor at using magic. They are + excellent at hand combat, especially favouring axes or bludgeoning weapons, + and are good at using armour and shields, but are poor at missile combat or + at using polearms (which are usually too big for them to wield comfortably). + The only forms of magic which they can use with even a minimal degree of + aptitude are earth, fire and conjurations. They advance in levels at a + similar rate to common elves. + + Mountain Dwarves: + ----------------- + Mountain dwarves come from the larger, more civilised communities of the + mountains. They advance slightly more quickly than hill dwarves and are + almost as robust while having similar aptitudes, but are slightly worse at + fighting while being slightly better at more civilised pursuits. + +Halflings: +---------- + Halflings, who are named for being about half the size of a human, live in + small villages. They live simple lives, and have simple interests. Some + times a particularly restless halfling will leave his or her village in + search of adventure. + + Halflings are very small and are among the least robust of any character + species. Although only average at most fighting skills, they can use short + blades well and are good at all forms of missile combat. They are also very + stealthy and good at dodging and stabbing, but are poor at magic (except + enchantments and, for some reason, translocations). They advance in levels + as rapidly as humans. Halflings cannot wield large weapons. + +Gnomes: +------- + Gnomes are an underground-dwelling race of creatures, related to the + dwarves but even more closely in touch with the earth. + + They are quite small, and share many of their characteristics with + halflings (except for the great agility), although they advance slightly + more slowly in experience levels. They are okay at most skills, but + excellent at earth elemental magic and very poor at air magic. + + Occasionally they can use their empathy with the earth to sense their + surroundings; this ability increases in power as they gain experience + levels. + +Hill Orcs: +---------- + Hill orcs are orcs from the upper world who, jealous of the riches which + their cousins the cave orcs possess below the ground, descend in search of + plunder and adventure. + + Hill orcs are as robust as the hill dwarves, but have very low reserves of + magical energy. Their forte is brute-force fighting, and they are skilled at + using most hand weapons (with the exception of short blades, at which they + are only fair), although they are not particularly good at using missile + weapons. They prefer to use their own weapons. Orcs are poor at using most + types of magic with the exception of conjurations, necromancy, and earth and + fire elemental magic. They advance as quickly as humans. + +Kobolds: +-------- + Kobolds are small, ugly creatures with few redeeming features. They are not + the sort of people you would want to spend much time with, unless you happen + to be a kobold yourself. + + They have poor abilities and have similar aptitudes to halflings, without + the excellent agility. However, they are better than halflings at using + some types of magic, particularly summonings and necromancy. They often + live as scavengers, surviving on carrion, but are carnivorous and can + only eat meat. They advance in levels as quickly as humans. + +The Undead: +----------- + As creatures brought back from beyond the grave they are naturally immune to + poisons and negative energy, have little warmth left to be affected by cold, + and are not susceptible to reductions in their physical or mental abilities. + + There are two type of undead available to players: Mummies and Ghouls. + + Mummies: + -------- + Mummies are undead creatures who travel into the depths in search of + revenge, redemption, or just because they want to. + + Mummies progress very slowly in level, half again as slow as humans, and in + all skills except fighting, spellcasting and necromancy. As they increase in + level they become increasingly in touch with the powers of death, but cannot + use some types of necromancy which only affect living creatures. The side + effects of necromantic magic tend to be relatively harmless to mummies. + However, their dessicated bodies are highly flammable. They also do not need + to eat or drink, and in any case are incapable of doing so. + + Ghouls: + ------- + Ghouls are horrible undead creatures, slowly rotting away. Although ghouls + can sleep in their graves for years on end, when they rise to walk among the + living they must eat flesh to survive. Raw flesh is preferred, especially + rotting or tainted meat, and ghouls gain strength from consuming it. + + They aren't very good at doing most things, although they make decent + fighters and, due to their contact with the grave, can use ice, earth and + death magic without too many difficulties. + +Naga: +----- + The Naga are a race of hybrids: humanoid from the waist up, with a large + snake tail instead of legs. + + They are reasonably good at most things and advance in experience levels at + a decent rate. They are naturally immune to poisons, can see invisible + creatures, and have tough skin, but their tails are relatively slow and + cannot move them around as quickly as can other creatures' legs (this only + affects their movement rate; all other actions are at normal speed). Their + body shape also prevents them from gaining full protection from most armour. + Their biggest forte is stealth: Nagas are very good at moving unnoticed. + + Every now and then, a naga can spit poison; the range, accuracy and damage + of this poison increases with the naga's experience level. + +Ogres and Ogre Mages: +--------------------- + Ogres are huge, chunky creatures related to orcs. They are terrible monsters + who usually live to do nothing more than smash, smash, smash, and destroy. + + They have great physical strength, but are bad at almost everything except + fighting and learn quite slowly. Because of their large size they can only + wear loose robes, cloaks and animal skins. Although ogres can eat almost + anything, their size means that they need to do so more frequently than + smaller folk. + + Ogre-mages are a separate race of ogres who are unique among the beefier + species in their ability to use magic, especially enchantments. Although + slighter than their common ogre relatives they nevertheless have great + strength and can survive a lot of punishment. They advance in level as + slowly as high elves. In contrast to their common Ogre cousins, Ogre Mages + have lost the abilities to digest corpses when not hungry. + +Trolls: +------- + Trolls are like ogres, but even nastier. They have thick, knobbly skins of + any colour from putrid green to mucky brown and their mouths are full of + ichor-dripping fangs. + + They can rip creatures apart with their claws, and regenerate very quickly + from even the most terrible wounds. They learn very slowly indeed - even + more slowly than high elves - and need a great amount of food to survive. + +Draconians: +----------- + Draconians are a race of human-dragon hybrids: humanoid in form and + approximately human-sized, with wings, tails and scaly skins. Draconians + start out in an immature form with brown scales, but as they grow in + power they take on a variety of colours. This happens at an early stage in + their career, and the colour is determined by chrosomes, not by behaviour. + + Some types of draconians have breath weapons or special resistances. + Draconians advance very slowly in level, but are reasonably good at all + skills but armour (most types of which they cannot wear) and missile weapons. + Still, each colour has its own strengths and some have complementary + weaknesses, which sometimes requires a bit of flexibility. + + Red Draconians feel at home in fiery surroundings. They're bad with ice magic. + White Draconians stem from frost-bitten lands, and are bad at fire magic. + Green Draconians are well-versed in the arts of poison. + Golden Draconians have sulphuritic odem. + Grey Draconians + Black Draconians command lightning and feel cumbersome with earth magic. + Mottled Draconians are somewhat in touch with fire, yet not weak at ice. + Purple Draconians are highly adapted to magics in general, with no specialty. + Pale Draconians are slightly biased towards fire magic and a religious life. + +Centaurs: +--------- + The Centaurs are another race of hybrid creatures: horses with a human + torso. They usually live in forests, surviving by hunting. + + Centaurs can move very quickly on their four legs, and are excellent + with bows and other missile weapons; they are also reasonable at the + Fighting skill while being slow learners at specific weapon skills. They + advance quite slowly in experience level and are rather sub-average at + using magic. Due to their large bulk, they need a little extra food to + survive. + +Demigods: +--------- + Demigods are mortals (humans, orcs or elves, for example) with some divine + or angelic ancestry, however distant; they can be created by a number of + processes including magical experiments and the time-honoured practice of + interplanar miscegenation. + + Demigods look more or less like members of their mortal part's race, but + have excellent attributes (strength, int, dex) and are extremely robust; they + can also draw on great supplies of magical energy. On the downside they + advance very slowly in experience, gain skills slightly less quickly than + humans, and due to their status cannot worship the various Gods and Powers + available to other classes of being. + +Spriggans: +---------- + Spriggans are small magical creatures distantly related to elves. They + love to frolic and cast mischevious spells. + + They are poor fighters, have little physical resilience, and are terrible at + destructive magic - conjurations, summonings, necromancy and elemental + spells. On the other hand, they are excellent at other forms of magic and + are very good at moving silently and quickly. So great is their speed that a + spriggan can keep pace with a centaur. + +Minotaurs: +---------- + The minotaur is yet another hybrid - a human body with a bovine head. It + delves into the Dungeon because of its instinctive love of twisting + passageways. + + Minotaurs are extremely good at all forms of physical combat, but are + awful at using any type of magic. They can wear all armour except for + some headgear. + +Demonspawn: +----------- + Demonspawn are horrible half-mortal, half-infernal creatures - the flip side + of the Demigods. Demonspawn can be created in any number of ways: magical + experiments, breeding, unholy pacts, etc. Although many demonspawn may be + indistinguishable from those of pure mortal stock, they often grow horns, + scales or other unusual features. Powerful members of this class of beings + also develop a range of unholy abilities, which are listed as mutations (and + can sometimes be activated with the 'a' command). + + Demonspawn advance quite slowly in experience and learn most skills at about + the same rate as do Demigods. However, they are a little better at fighting + and much better at conjurations, summonings, necromancy and invocations. + +Kenku: +------ + The Kenku are an ancient and feared race of bird-people with a legendary + propensity for violence. Basically humanoid with bird-like heads and clawed + feet, the kenku can wear all types of armour except helmets and boots. + Despite their lack of wings, powerful kenku can fly and very powerful + members of this race can stay in the air for as long as they wish to do so. + + They are experts at all forms of fighting, including the magical arts of + combat (conjurations, summonings and, to a lesser extent, necromancy). They + are good at air and fire elemental magic, but poor at ice and earth magic. + Kenku do not appreciate any form of servitude, and so are poor at using + invocations. Their light avian bodies cannot sustain a great deal of injury. + +Merfolk: +-------- + The Merfolk are a hybrid race of half-human, half-fish that typically + live in the oceans and rivers and seldom come onto the land. The merfolk + aren't as limited on land as some myths suggest, their tails will quickly + reform into legs once they leave the water (and, likewise, their legs + will quickly reform into a tail should they ever enter water). Their + agility is often misjudged, and they tend to be surprising nimble on + land as well as in the water. Experts at swimming they need not fear + drowning as they can quickly slip out of any encumbering armour during + the transformation into their half-fish form. + + The Merfolk have developed their martial arts strongly on thrusting + and grappling, since those are the most efficient ways to fight + underwater. They, therefore, prefer polearms and short swords above + all other weapons, although they can also use longer swords quite well. + + As spellcasters, they tend to be quite good in specific areas. Their + mystical relationship with water makes it easier for them to use + divination, poison, and ice magics... which use water occasionally + as a material component. The legendary water magic of the merfolk + was lost in ancient times, but some of that affinity still remains. + The instability of their own morphogenic matrix has made them very + accomplished transmuters, but most other magics seem foreign to them. + +Note: + + Some species have special abilities which can be accessed by the 'a' + abilities menu. Some also have physical characteristics which allow them + to make extra attacks using the Unarmed Combat skill. + + +-------------------------------------------------------------------------------- +X.2 LIST OF CHARACTER CLASSES +-------------------------------------------------------------------------------- + +In your quest, you play as one of a number of different types of characters. +Although each has its own strengths and weaknesses, some are definitely easier +than others, at least to begin with. The best classes for a beginner are +probably Gladiators, Fighters and Berserkers; if you really want to play a +magician, try a Conjurer. Each class starts out with a different set of skills +and items, but from there you can shape them as you will. + +Fighters: +--------- + Fighters start with a decent weapon, a suit of armour and a shield. They + have a good general grounding in the arts of fighting. + +Gladiators: +----------- + The Gladiator is trained to fight in the ring, and so is an expert in the + art of fighting but is not so good at anything else. In fact, Gladiators are + pretty terrible at anything except bashing monsters with heavy things. They + start with a nasty weapon, a small shield, and armour. + +Berserkers: +----------- + Berserkers are hardy warriors who worship Trog the Wrathful, from whom they + get the power to go berserk (as well as a number of other powers should they + prove worthy) but who forbids the use of spell magic. They enter the dungeon + with an axe and a set of leather armour. + +Hunters: +-------- + The Hunter is a type of fighter who specialises in missile weapons. A Hunter + starts with a bow and some arrows, as well as a hunting knife and a set of + leathers. + +Monks: +------ + The Monk is a member of an ascetic order dedicated to the perfection of + one's body and soul through the discipline of the martial arts. Monks start + with very little equipment, but can survive without the weighty weapons and + spellbooks needed by other classes. + +Thieves: +-------- + The Thief is one of the trickiest classes to play. Thieves start out with a + large variety of useful skills, and need to use all of them to survive. + Thieves start with a short sword, some throwing darts, and light armour. + +Assassin: +--------- + An Assassin is a thief who is especially good at killing. Assassins are like + thieves in most respects, but are more dangerous in combat. + +Stalkers: +--------- + The stalker is an assassin who has trained in the use of poison magic. + +Crusaders: +---------- + The Crusader is a decent fighter who can use the magical art of enchantment + to become more dangerous in battle. Crusaders start out lightly armed and + armoured, but equipped with a book of martial spells. + +Reavers: +-------- + Reavers are warriors who learn the magics of destruction in order to + complement their deadliness in hand combat. + +Death Knights: +-------------- + The Death Knight is a fighter who aligns him or herself with the powers of + death. There are two types of Death Knights: those who worship and draw + their abilities from the Demon-God Yredelemnul, and those who study the + fearsome arts of necromancy. + +Chaos Knights: +-------------- + The Chaos Knight is a fighter who chooses to serve one of the fearsome and + unpredictable Gods of Chaos. He or she has two choices: Xom or Makhleb. + Xom is a very unpredictable (and possibly psychotic) entity who rewards + or punishes according to whim. Makhleb the Destroyer is a more purposeful + God, who appreciates destruction and offers a variety of very violent + powers to the faithful. + +Paladins: +--------- + The Paladin is a servant of the Shining One, and has many of the abilities + of the Fighter and the Priest. He or she enters the dungeon with a sword, + a shield, a robe, and a healing potion. + +Priests: +-------- + Priests serve either Zin, the ancient and revered God of Law, or the + rather less pleasant Death-God Yredelemnul. Although priests enter the + dungeon with a mace (as well as a priestly robe and a few healing + potions), this is purely the result of an archaic tradition the reason + for which has been lost in the mists of time; Priests are not in any way + restricted in their choice of weapon skills. + +Healers: +-------- + The Healer is a priest of Elyvilon. Healers begin with minor healing + powers, but can gain far greater abilities in the long run. + +Magicians: These are not a class, but a type of class. A magician is the best +at using magic. Magicians start with a dagger, a robe, and a book of spells +which should see them through the first several levels. There are various kinds +of magicians. + + Wizard: + ------- + A Wizard is a magician who does not specialise in any area of magic. + Wizards start with a variety of magical skills and the magic dart spell in + memory. + + Conjurer: + --------- + The Conjurer specialises in the violent and destructive magic of + conjuration spells. Like the Wizard, the Conjurer starts with the magic + dart spell. + + Enchanter: + ---------- + The Enchanter specialises in the more subtle area of enchantment magic. + Although not as directly powerful as conjurations, high-level enchantments + offer a wide range of very handy effects. The Enchanter begins with + lightly enchanted weapons and armour, but no direct damage spell (since + enchantments does not deal with direct attacks). Instead they begin + with the "confusing touch" spell and some enchanted darts, which should + help them out until they can use the higher level enchantment spells. + + Summoner: + --------- + The Summoner specialises in calling creatures from this and other worlds + to give assistance. Although they can at first summon only very wimpy + creatures, the more advanced summoning spells allow summoners to call on + such powers as elementals and demons. + + Necromancer: + ------------ + The Necromancer is a magician who specialises in the less pleasant side of + magic. Necromantic spells are a varied bunch, but many involve some degree + of risk or harm to the caster. + + Elementalists: + -------------- + Elementalists are magicians who specialise in one of the four types of + elemental magic: air, fire, earth, or ice. + + Fire Magic tends towards destructive conjurations. + + Ice Magic offers a balance between destructive conjurations and + protective enchantments. + + Air Magic provides many useful enchantments in addition to some + unique destructive capabilities. + + Earth Magic is a mixed bag, with destructive, defensive and utility + spells available. + + Venom Mages: + ------------ + Venom mages specialise in poison magic, which is extremely useful in the + shallower levels of the dungeon where few creatures are immune to it. Poison + is especially effective when used against insects. + + Transmuters: + ------------ + Transmuters specialise in transmigrations, and can cause strange changes + in themselves and others. + + Warpers: + -------- + Warpers specialise in translocations, and are experts in travelling long + distances and positioning themselves precisely. + +Wanderers: +---------- + Wanderers are people who have not learned a specific trade. Instead, + they've travelled around becoming "Jacks-of-all-trades, master of none". + They start the game with a large assortment of skills and maybe some + small items they picked up along the way, but other than that they're + pretty much on their own. Non-human wanderers might not even know which + skills they have (since they haven't quite learned enough for one full + level), and therefore make for an additional challenge. You shouldn't + expect human wanderers to be easy either, as this class is typically + harder to play than the other classes. + + +-------------------------------------------------------------------------------- +X.3 LIST OF SKILLS +-------------------------------------------------------------------------------- + +Here is a description of the skills you may have: + +Fighting skills: +---------------- + Fighting is the basic skill used in hand-to-hand combat, and applies no + matter which weapon your character is wielding (if any). It is also the + skill which determines the number of hit points your character gets as + they increase in level (note that this is calculated so that you don't get + a long run advantage by starting out with a high fighting skill). + + Weapon skills affect your ability to fight with specific melee weapons. + Weapon skills include: + + o Short Blades + o Long Blades + o Maces & Flails + o Axes + o Staves + o Polearms + + If you are already good at a weapon, say a long sword, and you practise + for a while with similar weapon such as a short sword, your practise will + be speeded up (and will require less experience) until both skills are + equal. Similar types of weapons include: + + o Short Blades and Long Blades + o Maces & Flails and Axes + o Polearms and Axes + o Staves and Polearms + + Being good at a specific weapon improves the speed with which you can use + it by about 10% every two skill levels. Although lighter weapons are + easier to use initially, as they strike quickly and accurately, heavier + weapons increase in damage potential very quickly as you improve your + skill with them. + + Unarmed Combat is a special fighting skill. It allows your character to + make a powerful attack when unarmed and also to make special secondary + attacks (and increases the power of those attacks for characters who get + them anyway). You can practise Unarmed Combat by attacking empty-handed, + and it is also exercised when you make a secondary attack (a kick, punch + etc). Unarmed combat is particularly difficult to use in combination with + heavy armour, and characters wearing a shield or wielding a two-handed + weapon other than a staff lose the powerful punch attack. + +Ranged combat skills: +--------------------- + Ranged Combat is the basic skill used when throwing things, and there are a + number of individual weapon skills for missile weapons as well: + + o Darts + o Bows + o Crossbows + o Slings + +Magic skills: +------------- + Spellcasting is the basic skill for magic use, and affects your reserves of + magical energy in the same way that Fighting affects your hit points. Every + time you increase your spellcasting skill you gain some magic points and + spell levels. Spellcasting is a very difficult skill to learn, and requires + a large amount of practice and experience. + + Only those characters with at least one magic skill at level one or above + can learn magical spells. If your character has no magic skills, he or she + can learn the basic principles of the hermetic arts by reading and reciting + the spells inscribed on magical scrolls (this stops being useful once you + reach level one in Spellcasting). + + There are also individual skills for each different type of magic; the + higher the skill, the more powerful the spell. Multidisciplinary spells use + an average of the two or three skills. + + Elemental magic is a special case. When you practise an elemental magic + skill (fire, ice, air or earth magic) you will improve much less quickly + than normal if you already have one or more elemental magic skills higher + than the one you are practising. This is especially true if those skills are + 'opposed' to the one you're practising: fire and ice are mutually opposed, + as are earth and air. + + Say you have level 2 fire magic, level 4 ice magic, and level 1 air magic. + Practising ice magic won't be a problem. Practising air magic will be a bit + slow, as you have other elemental skills at higher levels. Practising fire + magic will be very slow, as you have a higher level in ice magic. Right? + +Miscellaneous skills: + +Armour: +------- + Having a high Armour skill means that you are used to wearing heavy armour, + allowing you to move more freely and gain more protection. + +Dodging: +-------- + When you are wearing light armour, a high dodging skill helps you evade + attacks. + +Stealth: +-------- + Helps you avoid being noticed. Try not to wear heavy armour or be encumbered + if you want to be stealthy. Big creatures (like trolls and ogres) are bad at + stealth. + +Stabbing: +--------- + Lets you make a very powerful first strike against a sleeping/resting + monster who hasn't noticed you yet. This is most effective with a dagger, + slightly less effective with a short sword, and less useful (although by + no means of negligible effect) with any other weapon. + +Shields: +-------- + Affects the amount of protection you gain by using a shield, and the degree + to which it hinders you. + +Traps & Doors: +-------------- + Affects your ability to notice hidden traps and doors and to disarm traps + when you find them. With this skill at a high level you will often find + hidden things without actively looking for them. + +Invocations: +------------ + An easy-to-learn skill which affects your ability to call on your God for + aid. Those skilled at invoking have reduced fail rates and produce more + powerful effects. The Invocations skill affects your supply of magic in a + similar way to the Spellcasting skill and to a greater extent, but the two + are not cumulative - whichever gives the greater increase is used. Some + Gods (such as Trog) do not require followers to learn this skill. + +If your character does not have a particular skill, s/he can gain it by +practising as above. + + +-------------------------------------------------------------------------------- +X.4 LIST OF KEYS AND COMMANDS +-------------------------------------------------------------------------------- + +Main screen +----------- +Crawl has many commands to be issued by single key strokes. This can become +confusing, since there are also several modes; here is the full list. Some +commands are particularly useful in combination with certain interface options; +such options are mentioned in the list. For a description of them, please look +into crawl_options.txt. + +Saving games: + S Save game with query and exit. + Ctrl-X Save game without query and exit. + Q Quit without saving. + +Movement: + direction Moves one square, direction is either one of the + numpad cursor keys (try both Numlock on and off) or + one of the Rogue vi keys (hjklyubn). + Shift-direction This moves straight until something interesting is + or / direction found (like a monster). + Ctrl-G Interlevel travel (to arbitrary dungeon levels or + waypoints). Remembers old destinations if interrupted. + Ctrl-O Auto-explore. + Ctrl-W Det waypoint (check the option show_waypoints). + +Resting and Searching: + s, Del Rests and searches (these are the same) for one turn, + this is also done with '.' or Numpad-5. + 5 or Long resting/searching (until both health and magic + Shift-Numpad 5 points are full or something is found or 100 turns are + over). + +Dungeon interaction: + o Open door. + c Close door. + Ctrl-direction Tries untrapping a known trap on the specified square, + or * direction else opens door if there is one, + else attacks without move (even if no monster is seen). + < Use staircase to go higher. + > Use staircase to go deeper, or enters shop/branch. + ; Examine occupied tile, also causes auto-pickup. + x Examine surroundings mode (see below for its commands). + X Examine level map (see below for level map commands). + O Show dungeon overview (branches, shops, and labyrinths). + +Character information: +'display' below means usage of the message area, +'show' means usage of the whole screen. + @ Display character status. + [ Display worn armour. + " Display worn jewellery. + C Display experience info. + ^ Show religion screen. + A Show abilities/mutations. + \ Show item knowledge. + m Show skill screen. + i Show inventory list. + % Show resistances. + +Item interaction (inventory): + v View item description. + { Inscribe item (check the autoinscribe option). + t Throw/shoot an item. + f Fire first available missile. + q Quaff a potion. + e Eat food (tries floor first, invorenty next). + z Zap a wand. + r Read a scroll or book. + M Memorise a spell from a book. + w Wield an item ( - for none). + ' Wield item a, or switch to b. + E E voke power of wielded item. + W Wear armour. + T Take off armour. + P Put on jewellery. + R Remove jewellery. + +Item interaction (floor): + d Drop an item. + d# Drop exact number of items. + g or , Pick up items; press twice for pick up menu. + You can use a prefix to pick up smaller quantities. + D Dissect a corpse. + +Other game-playing commands: + a Use special ability. + p Pray. + Z Cast a spell. + ! Shout or command allies. + +Non-game playing commands: + V Display version information. + Ctrl-P Show previous messages. + Ctrl-R Redraw screen. + Ctrl-C Clear main and level maps. + # Dump character to file (name.txt). + : Add note to dump file (see option take_notes). + ` Add macro. + ~ Save macros. + = Reassign inventory/spell letters. + +In-game toggles: + Ctrl-A Toggle autopickup. + Ctrl-V Toggle auto-prayer. + Ctrl-T Toggle spell fizzle check. + +Stashes: + Ctrl-S Mark stash (only sensible with stash_tracking=explicit, + else this is automatically tracked). + Ctrl-E Erase stash (ignores the square from stash tracking). + Ctrl-F Find (this searches in stashes and shops, you can use + regular expressions and also terms like 'long blades' + or 'artifacts'). + +Level map ('X') +--------------- +The level map (brought up by 'X' in the main screen) uses the whole screen to +show the dungeon. + Esc, Space Leave level map. + - Scroll level map up + + Scroll level map down + Direction Moves cursor. + Shift-Direction Moves cursor in bigger steps (check the option + level_map_cursor_step). + . Travels to cursor (also Enter and , and ;) + (if the cursor is on the character, moves cursor to last + travel destination instead). + < Cycle through up stairs. + > Cycle through down stairs. + ^ Cycle through traps. + Tab Cycle through shops and portals. + I Cycle through stashes (if the option stash_tracking is + set to all, this cycles through all items and piles). + Ctrl-C Clear level and main maps (from temporarily seen + monsters, clouds etc.). + +Waypoints can be set on the level map. You can travel to waypoints using +Ctrl-G. Check the option show_waypoints. The commands are + Ctrl-W Set waypoint. + W Cycle through waypoints. + +Travel exclusions mark certain spots of the map as no-go areas for autotravel +and explore (the radius is set by the option travel_exclude_radius2). + Ctrl-X Set travel exclusion. + Cltr-E Erase all travel exclusions at once. + X Cycle through travel exclusions. + + +Examining surroundings ('x') +---------------------------- +When roaming the dungeon, the surroundings mode is activated by 'x'. It lets you +have a look at items or monsters in line of sight. You may also examine stashed +items outside current view using the options target_oos=true (if using this, +check target_los_first). + x, Esc, Space Return to playing mode. + ' or * Cycle objects forward. + ; or / Cycle objects backward. + + Cycle monsters forward. + - Cycle monsters backward. + direction Move cursor. + . or Enter Travel to cursor. + ? Describe monster under cursor (also shows weapons, + wounding and enchantments). + > Cycle downstairs. + < Cycle upstairs. + Tab Cycle shops and portals. + +Targeting +--------- +Targeting mode is similar to examining surroundings. It is activated whenever +you fire projectiles, zap a wand or cast spells which uses targets. + x, Esc, Space Stop targeting. + direction Fire straight in this direction. + + or = Cycle monsters forward (see option target_wrap). + - Cycle monsters backward. + . or Enter Fire in cursor direction. + p or t Fire at previous target (if still in sight). + > Fire in cursor direction, but stop at cursor. This can + be useful to avoid damaging pets, or to attack + submerged water creatures. + Ctrl-F Toggle target modes (between enemies, all, friends; see + also option target_zero_exp). + * Manually targeting: the direction keys will now move + the cursor, the keys '+' and '-' work as above, and '.' + and Enter fire. + + +Shortcuts in lists (like multidrop): +------------------------------------ +When dropping (with the drop_mode=multi option), the drop menu accepts several +shortcuts. + ( Selects all missiles. + ) Selects all hand weapons. + [ Selects all armour. + ? Selects all scrolls. + % Selects all food. + & Selects all carrion. + + Selects all books. + / Selects all wands. + \ Selects all staves. + ! Selects all potions. + " Selects all jewellery. + } Selects all miscellaneous items. + , Global select (subject to the drop_filter option). + - Global deselect (subject to the drop_filter option). + * Invert selection. + + +-------------------------------------------------------------------------------- +X.5 LIST OF ENCHANTMENTS +-------------------------------------------------------------------------------- + +Below the amount of carried gold, the stats area has room for showing the +enchantments which you currently enjoy or have to suffer. Quite generally, these +are only shown for temporary effects. So that Kenku can fly is not noted, +neither is the wearing of a ring of regeneration. Here is a list of these, as +some are abbrevations or may be not obvious: + +General enchantments: satiation, velocity, encumbrance, poison +--------------------- +Hungry Most races can eat chunks of corpses only if hungry. +Starving You should really eat something: death is not far away. +Full You have eaten a lot. +Engorged You couldn't eat anymore. +Sick You are sick (usually from bad food). Hit points don't + regenerate until cured (wait it out or potion of healing). +Poison You are poisoned and continually lose hit points. There are + several levels of poisoning. Cure with potions of healing or + by waiting it out. +Pray You are praying. Any action taken under prayer is done in the + name of your god. For example, Dissecting a corpse offers it. + Depending on the scope of your religion, this may or may not + be a good idea. +Encumbered You load it heavy enough to slow you down. You also need more + food then walking around encumbered. Try to avoid this! +Overloaded You carry way too much to do anything sensible. Drop stuff! +Conf You are confused. Actions may not properly work. +Fast All actions have greatly increased speed (this can cause + magic contamination). +Swift You move at a somewhat higher speed. +Slow All actions are slowed. Note that ending berserking will slow. +Paralyze You are unable to move. Beware of the wasps! + +Special enchantments: +--------------------- +BWpn Some characters have a breath weapon (like Nagas or experienced + Draconians), which will show "BWpn". Further breathings have to + wait until this disappears. +Invis You are invisible (this can cause glowing, if used too much). +Holy You repel undead. +Lev You levitate, i.e. hover a few inches above the ground. While + enough to cross water and lava, movement is not completely + controlled. It will time out. Levitation provides a speed bonus + to swiftness. +Fly You fly, gaining the benefits of levitation with none of the + drawbacks. This is only accessible for experienced kenku, lucky + draconians, characters using Dragon form, or levitating with an + amulet of controlled flight. +Fire You are plagued with sticky fire. It will time out. +Regen You regenerate: health points will increase at an unnaturally + fast rate. This is only shown for temporary +Glow You glow from mutagenic radiations: you'll mutate anytime soon. +RMsl You repel missiles, i.e. there's a good chance to evade them. +DMsl You deflect missiles, i.e. there's a great chance to evade them. +Rot This is a very harmful, necromantic ailment. You will lose + maximal health points over time. Only potions of healing restore + these. The rotting itself is cured itself if the maximal health + is back to its initial value, and it also expires after a while. +Ins You are insulated, i.e. immune to electric shocks. + +There are several more enchantment messages for various spells. The description +of the spell will explain these. diff --git a/crawl-ref/docs/keys.pdf b/crawl-ref/docs/keys.pdf new file mode 100644 index 0000000000..4b7b420a65 Binary files /dev/null and b/crawl-ref/docs/keys.pdf differ diff --git a/crawl-ref/docs/keys.txt b/crawl-ref/docs/keys.txt new file mode 100644 index 0000000000..0901afed06 --- /dev/null +++ b/crawl-ref/docs/keys.txt @@ -0,0 +1,206 @@ +-------------------------------------------------------------------------------- + DUNGEON CRAWL: LIST OF KEYS AND COMMANDS +-------------------------------------------------------------------------------- + +Main screen +----------- +Crawl has many commands to be issued by single key strokes. This can become +confusing, since there are also several modes; here is the full list. Some +commands are particularly useful in combination with certain interface options; +such options are mentioned in the list. For a description of them, please look +into crawl_options.txt. + +Saving games: + S Save game with query and exit. + Ctrl-X Save game without query and exit. + Q Quit without saving. + +Movement: + direction Moves one square, direction is either one of the + numpad cursor keys (try both Numlock on and off) or + one of the Rogue vi keys (hjklyubn). + Shift-direction This moves straight until something interesting is + or / direction found (like a monster). + Ctrl-G Interlevel travel (to arbitrary dungeon levels or + waypoints). Remembers old destinations if interrupted. + Ctrl-O Auto-explore. + Ctrl-W Det waypoint (check the option show_waypoints). + +Resting and Searching: + s, Del Rests and searches (these are the same) for one turn, + this is also done with '.' or Numpad-5. + 5 or Long resting/searching (until both health and magic + Shift-Numpad 5 points are full or something is found or 100 turns are + over). + +Dungeon interaction: + o Open door. + c Close door. + Ctrl-direction Tries untrapping a known trap on the specified square, + or * direction else opens door if there is one, + else attacks without move (even if no monster is seen). + < Use staircase to go higher. + > Use staircase to go deeper, or enters shop/branch. + ; Examine occupied tile, also causes auto-pickup. + x Examine surroundings mode (see below for its commands). + X Examine level map (see below for level map commands). + O Show dungeon overview (branches, shops, and labyrinths). + +Character information: +'display' below means usage of the message area, +'show' means usage of the whole screen. + @ Display character status. + [ Display worn armour. + " Display worn jewellery. + C Display experience info. + ^ Show religion screen. + A Show abilities/mutations. + \ Show item knowledge. + m Show skill screen. + i Show inventory list. + % Show resistances. + +Item interaction (inventory): + v View item description. + { Inscribe item (check the autoinscribe option). + t Throw/shoot an item. + f Fire first available missile. + q Quaff a potion. + e Eat food (tries floor first, invorenty next). + z Zap a wand. + r Read a scroll or book. + M Memorise a spell from a book. + w Wield an item ( - for none). + ' Wield item a, or switch to b. + E Evoke power of wielded item. + W Wear armour. + T Take off armour. + P Put on jewellery. + R Remove jewellery. + +Item interaction (floor): + d Drop an item. + d# Drop exact number of items. + g or , Pick up items; press twice for pick up menu. + You can use a prefix to pick up smaller quantities. + D Dissect a corpse. + +Other game-playing commands: + a Use special ability. + p Pray. + Z Cast a spell. + ! Shout or command allies. + +Non-game playing commands: + V Display version information. + Ctrl-P Show previous messages. + Ctrl-R Redraw screen. + Ctrl-C Clear main and level maps. + # Dump character to file (name.txt). + : Add note to dump file (see option take_notes). + ` Add macro. + ~ Save macros. + = Reassign inventory/spell letters. + +In-game toggles: + Ctrl-A Toggle autopickup. + Ctrl-V Toggle auto-prayer. + Ctrl-T Toggle spell fizzle check. + +Stashes: + Ctrl-S Mark stash (only sensible with stash_tracking=explicit, + else this is automatically tracked). + Ctrl-E Erase stash (ignores the square from stash tracking). + Ctrl-F Find (this searches in stashes and shops, you can use + regular expressions and also terms like 'long blades' + or 'artifacts'). + +Level map ('X') +--------------- +The level map (brought up by 'X' in the main screen) uses the whole screen to +show the dungeon. + Esc, Space Leave level map. + - Scroll level map up + + Scroll level map down + Direction Moves cursor. + Shift-Direction Moves cursor in bigger steps (check the option + level_map_cursor_step). + . Travels to cursor (also Enter and , and ;) + (if the cursor is on the character, moves cursor to last + travel destination instead). + < Cycle through up stairs. + > Cycle through down stairs. + ^ Cycle through traps. + Tab Cycle through shops and portals. + I Cycle through stashes (if the option stash_tracking is + set to all, this cycles through all items and piles). + Ctrl-C Clear level and main maps (from temporarily seen + monsters, clouds etc.). + +Waypoints can be set on the level map. You can travel to waypoints using +Ctrl-G. Check the option show_waypoints. The commands are + Ctrl-W Set waypoint. + W Cycle through waypoints. + +Travel exclusions mark certain spots of the map as no-go areas for autotravel +and explore (the radius is set by the option travel_exclude_radius2). + Ctrl-X Set travel exclusion. + Cltr-E Erase all travel exclusions at once. + X Cycle through travel exclusions. + + +Examining surroundings ('x') +---------------------------- +When roaming the dungeon, the surroundings mode is activated by 'x'. It lets you +have a look at items or monsters in line of sight. You may also examine stashed +items outside current view using the options target_oos=true (if using this, +check target_los_first). + x, Esc, Space Return to playing mode. + ' or * Cycle objects forward. + ; or / Cycle objects backward. + + or = Cycle monsters forward. + - Cycle monsters backward. + direction Move cursor. + . or Enter Travel to cursor. + ? Describe monster under cursor (also shows weapons, + wounding and enchantments). + > Cycle downstairs. + < Cycle upstairs. + Tab Cycle shops and portals. + +Targeting +--------- +Targeting mode is similar to examining surroundings. It is activated whenever +you fire projectiles, zap a wand or cast spells which uses targets. + x, Esc, Space Stop targeting. + direction Shoot straight in this direction. + + or = Cycle monsters forward (see option target_wrap). + - Cycle monsters backward. + . or Enter Fire (check option confirm_self_target). + p or t Fire at previous target (if still in sight). + > Fire, but stops at target. + Ctrl-F Toggle target modes (between enemies, all, friends; see + also option target_zero_exp). + * Manually targeting: the direction keys will now move + the cursor, the keys '+' and '-' work as above, and '.' + and Enter fire. + +Shortcuts in lists (like multidrop): +------------------------------------ +When dropping (with the drop_mode=multi option), the drop menu accepts several +shortcuts. + ( Selects all missiles. + ) Selects all hand weapons. + [ Selects all armour. + ? Selects all scrolls. + % Selects all food. + & Selects all carrion. + + Selects all books. + / Selects all wands. + \ Selects all staves. + ! Selects all potions. + " Selects all jewellery. + } Selects all miscellaneous items. + , Global select (subject to the drop_filter option). + - Global deselect (subject to the drop_filter option). + * Invert selection. diff --git a/crawl-ref/docs/tables.txt b/crawl-ref/docs/tables.txt new file mode 100644 index 0000000000..271b0e17fc --- /dev/null +++ b/crawl-ref/docs/tables.txt @@ -0,0 +1,151 @@ +The following three tables describe all aptitudes of the various races for the +various skills. These are not necessary for winning in Crawl, neither explicit +nor implicit. The qualitative information behind this sheet (ie. which species +is good at which tasks) can be obtained in two other, less sophisticated ways: +- read the species section in the manual about strenghts and weaknesses +- look which combinations of race and class are possible. + +If you consider figuring out such things yourself to be fun, stop reading now. +Otherwise, just go ahead. A lower a value, the better the aptitude. 100 is the +Human standard. Please note that many things effect how quick a character will +actually learn a skill. Thus the numbers below are good enough for comparisons +among races, but not necessarily among skills. + +The abbreviations used for the skills are: + +General skills, Experience Melee and Ranged Combat Spellcasting and Magic +-------------------------- ----------------------- ---------------------- +Arm - Armour Fgt - Fighting Spc - Spellcasting +Ddg - Dodging SBl - Short Blades Coj - Conjuration +Sth - Stealth LBl - Long Blades Enc - Enchantments +Stb - Stabbing Axs - Axes Sum - Summonings +Shd - Shields M&F - Maces & Flails Nec - Necromancy +T&D - Traps & Doors Pla - Polearms Trl - Translocations + Stv - Staves Trm - Transmigration +Inv - Invocations U C - Unarmed Combat Div - Divination +Evo - Evocations + Ran - Ranged Combat Fir - Fire Magic + Slg - Slings Ice - Ice Magic +Exp - Experience Bws - Bows Air - Air Magic + Crb - Crossbows Ear - Earth Magic + Drt - Darts Poi - Poison Magic + + + Arm Ddg Sth Stb Shd T&D Inv Evo Exp +--------------------------------------------------------------------- +Human 100 100 100 100 100 100 100 100 100 +Elf 120 80 80 100 120 100 100 80 120 +High Elf 110 90 90 110 110 100 100 90 150 +Grey Elf 140 75 70 100 140 100 100 90 140 +Deep Elf 140 70 65 80 140 100 100 90 140 +Sludge Elf 140 70 75 100 130 100 100 110 120 +Hill Dwarf 70 120 150 140 70 100 100 60 140 +Mountain Dwarf 60 110 140 130 70 100 100 70 140 +Halfling 150 70 60 70 130 100 100 90 100 +Hill Orc 90 140 150 100 80 100 100 100 100 +Kobold 140 70 60 70 130 100 100 80 100 +Mummy 140 140 140 140 140 140 140 140 150 +Naga 150 150 40 100 140 100 100 100 120 +Gnome 150 70 70 80 120 100 120 60 110 +Ogre 140 150 200 150 110 200 130 170 140 +Troll 150 130 250 150 150 200 150 180 150 +Ogre Mage 170 130 100 130 150 150 100 100 150 +Draconian Red 200 120 120 100 100 100 100 100 130 + White 200 120 120 100 100 100 100 100 130 + Green 200 120 120 100 100 100 100 100 130 + Yellow 200 120 120 100 100 100 100 100 130 + Grey 200 120 120 100 100 100 100 100 130 + Black 200 120 120 100 100 100 100 100 130 + Purple 200 120 120 100 100 100 100 90 130 + Mottled 200 120 120 100 100 100 100 100 130 + Pale 200 120 120 100 100 100 100 90 130 +Centaur 180 170 200 170 180 150 100 130 140 +Demigod 110 110 110 110 110 110 110 110 160 +Spriggan 170 50 50 50 180 60 130 70 130 +Minotaur 80 80 130 100 80 120 130 170 140 +Demonspawn 110 110 110 110 110 110 80 110 140 +Ghoul 110 110 80 100 110 120 110 130 120 +Kenku 90 90 100 80 100 100 160 100 130 +Merfolk 160 60 90 70 100 120 100 100 120 +--------------------------------------------------------------------- + Arm Ddg Sth Stb Shd T&D Inv Evo Exp + + + Fgt SBl LBl Axs M&F Pla Stv U C Ran Slg Bws Crb Drt +--------------------------------------------------------------------- +Human 100 100 100 100 100 100 100 100 100 100 100 100 100 +Elf 120 80 80 120 130 130 100 110 80 120 60 100 90 +High Elf 100 70 70 130 150 150 100 130 80 140 60 100 90 +Grey Elf 140 90 95 140 160 160 100 130 80 130 70 100 90 +Deep Elf 150 100 105 150 165 165 100 130 80 135 74 75 75 +Sludge Elf 80 110 110 130 140 140 100 80 70 100 100 100 100 +Hill Dwarf 70 80 80 60 70 110 130 100 120 130 150 120 120 +Mountain Dwarf 70 90 90 70 70 110 120 100 115 125 140 100 120 +Halfling 120 60 100 120 150 160 130 140 60 50 70 90 50 +Hill Orc 70 100 80 70 80 80 110 90 130 130 120 120 130 +Kobold 80 60 100 110 140 150 110 100 60 70 80 90 50 +Mummy 100 140 140 140 140 140 140 140 140 140 140 140 140 +Naga 100 100 100 100 100 100 120 100 120 120 120 120 120 +Gnome 100 75 100 100 130 140 130 110 100 80 100 90 60 +Ogre 100 140 120 100 100 110 120 130 100 150 150 180 150 +Troll 140 150 150 150 130 150 150 100 130 180 180 180 180 +Ogre Mage 100 110 100 100 100 100 100 100 150 150 150 150 150 +Draconian Red 90 100 100 100 100 100 100 100 120 120 120 120 120 + White 90 100 100 100 100 100 100 100 120 120 120 120 120 + Green 90 100 100 100 100 100 100 100 120 120 120 120 120 + Yellow 90 100 100 100 100 100 100 100 120 120 120 120 120 + Grey 90 100 100 100 100 100 100 100 120 120 120 120 120 + Black 90 100 100 100 100 100 100 100 120 120 120 120 120 + Purple 90 100 100 100 100 100 100 100 120 120 120 120 120 + Mottled 90 100 100 100 100 100 100 100 120 120 120 120 120 + Pale 90 100 100 100 100 100 100 100 120 120 120 120 120 +Centaur 100 120 110 110 110 110 110 100 60 75 60 85 80 +Demigod 110 110 110 110 110 110 110 110 110 110 110 110 110 +Spriggan 150 90 140 150 160 180 150 130 90 70 70 100 70 +Minotaur 70 70 70 70 70 70 70 80 90 90 90 90 90 +Demonspawn 100 110 110 110 110 110 110 110 110 110 110 110 110 +Ghoul 80 110 110 110 110 110 110 80 130 130 130 130 130 +Kenku 100 75 75 75 75 75 75 80 90 100 80 80 90 +Merfolk 80 70 90 140 150 50 130 90 100 150 140 140 100 +--------------------------------------------------------------------- + Fgt SBl LBl Axs M&F Pla Stv U C Ran Slg Bws Crb Drt + + + Spc Coj Enc Sum Nec Trl Trm Div Fir Ice Air Ear Poi +--------------------------------------------------------------------- +Human 100 100 100 100 100 100 100 100 100 100 100 100 100 +Elf 80 105 70 100 120 100 100 100 100 100 70 130 110 +High Elf 70 90 70 110 130 90 90 110 100 100 70 130 130 +Grey Elf 60 90 50 90 130 80 80 80 90 90 60 150 110 +Deep Elf 55 80 50 80 70 75 75 75 90 90 80 100 80 +Sludge Elf 70 130 130 90 90 100 60 130 80 80 80 80 80 +Hill Dwarf 160 120 150 150 160 150 120 130 80 120 150 70 130 +Mountain Dwarf 140 115 135 150 160 150 120 130 70 130 150 70 130 +Halfling 130 130 100 120 150 100 150 140 100 100 90 100 120 +Hill Orc 150 100 120 120 100 150 160 160 100 100 150 100 110 +Kobold 110 110 110 105 105 100 110 130 100 100 100 100 100 +Mummy 100 140 140 140 100 140 140 140 140 140 140 140 140 +Naga 100 100 100 100 100 100 100 100 100 100 100 100 60 +Gnome 120 100 100 110 130 130 120 120 100 100 170 60 130 +Ogre 220 180 220 200 150 200 200 200 150 150 200 120 150 +Troll 200 160 200 160 150 160 160 200 160 160 200 120 160 +Ogre Mage 70 100 80 100 100 100 100 100 100 100 100 100 100 +Draconian Red 100 100 120 100 100 100 100 100 70 135 100 100 100 + Green 100 100 120 100 100 100 100 100 100 100 100 100 70 + White 100 100 120 100 100 100 100 100 135 70 100 100 100 + Yellow 100 100 120 100 100 100 100 100 100 100 100 100 100 + Grey 100 100 120 100 100 100 100 100 100 100 100 100 100 + Black 100 100 120 100 100 100 100 100 100 100 70 135 100 + Purple 70 100 90 100 100 100 100 100 100 100 100 100 100 + Mottled 100 100 120 100 100 100 100 100 80 100 100 100 100 + Pale 100 100 120 100 100 100 100 100 90 100 90 100 100 +Centaur 140 120 110 120 120 120 120 130 120 120 120 120 130 +Demigod 110 110 110 110 110 110 110 110 110 110 110 110 110 +Spriggan 60 160 50 150 120 50 60 70 140 140 120 120 100 +Minotaur 180 170 170 170 170 170 170 170 170 170 170 170 170 +Demonspawn 100 100 110 100 90 110 110 110 100 110 110 110 100 +Ghoul 120 130 130 120 100 120 120 120 150 90 150 90 100 +Kenku 100 60 160 70 80 150 150 180 90 120 90 120 100 +Merfolk 100 140 90 100 150 140 60 80 160 80 150 150 80 +--------------------------------------------------------------------- + Spc Coj Enc Sum Nec Trl Trm Div Fir Ice Air Ear Poi diff --git a/crawl-ref/readme.txt b/crawl-ref/readme.txt index 3174052c27..0fd1b23ead 100644 --- a/crawl-ref/readme.txt +++ b/crawl-ref/readme.txt @@ -1,13 +1,15 @@ Crawl Quick-Start Guide (Copyright 1999 Linley Henzell) -So, you want to start playing Crawl straight away without bothering with the -manual? Read this, the guide to starting Crawl with a minimum of preparation. -When you get some more time, you can read crawl.txt in the Docs directory -for more detailed information. - -I suggest printing it out and following its instructions while playing your -first few games (you can also press '?' while playing for a list of commands). +So, you want to start playing Crawl straight away without bothering with the +manual? Read this, the guide to starting Crawl with a minimum of preparation. +When you get some more time, you can read crawl_manual.txt in the Docs directory +for more detailed information. Also take a look at README.stone_soup.txt - this +is not the official distribution of Linley's Dungeon Crawl. + +I suggest printing out this file and following its instructions while playing +your first few games (you can also press '?' while playing for a list of +commands). INTRODUCTION TO CRAWL -- cgit v1.2.3-54-g00ecf