Thanks!
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10088 c06c8d41-db1a-0410-9941-cceddc491573
7L67UJPKQ6LLDUYAK4TB4BNK67TCALXNWYCPNXND52BFF7G6E2PAC solved, or you could try the non-graphical console version. Sorry!
solved, or you could try the non-graphical console version.We'd like to apologize for the grief that this has caused some players, but wehope that it's understandable that making this change in 0.5 has allowed a lotof graphical improvements: Uniques get on-screen names. All monsters get healthbars. Graphical menus. Full screen mode. Eee PC support.None of those things would have been possible in previous tiles versions. Ontop of that, if you have an adequate driver 0.5 can often be faster than 0.4,because the GPU can easily do the work that used to take the CPU a lot of time.At any rate, it'll be fixed. Just be patient. :)
[-name <string>][-race <letter>][-class <letter>][-plain][-dir <path>][-rc <file>][-scores [N]][-scorefile <file>]
[options].PPUse the "-help" option to get a list of command line options and their descriptions.
.PPThis file contains detailed instructions for playing Crawl. If you arecompletely new to this kind of game, it may be worth your while to read atleast part (although it will probably confuse you somewhat), otherwise youshould probably just dive into the game and use the '?' command to give a listof keys to use..PP.SH OPTIONS.TP\fB-name\fR <string>set character name.TP\fB-race\fR <letter>preselect race.TP\fB-class\fR <letter>preselect class.TP\fB-plain\fRdon't use IBM extended characters (needed when playing in a xterm).TP\fB-dir\fR <path>crawl directory.TP\fB-macro\fR <path>directory for crawl macro file.TP\fB-rc\fR <file>init file name.TP\fB-scores\fR [N]show highscore list [first N entries].TP\fB-scorefile\fR <file>scorefile name. If used without -scores, converts the scorefile to Crawl'snative format and writes it to stdout (useful to convert logfiles from previousreleases). If the filename is -, reads the scorefile on stdin..PP.SH THE GAME.IP "CHARACTER SPECIES".PPYou have a number of different character races to choose from. This affectsseveral characteristics including:Your choice of classes;Your initial attributes (strength etc);Occasional extra points added to some abilities;The amount of hit points and magic you get as you increase in level;Your initial equipment;Your rate of level advancement;Your rate of skill advancement..PP.I Humansare the most versatile race. Humans advance quickly in levels andhave equal abilities in all skills. Humans can also be of any class..PP.I Elveshave good intelligence and dexterity, but suffer a bit in strength.They have slightly less hp and slightly more magic than humans, and advance inexperience a bit more slowly as well. They are especially good at fightingwith short and long swords, although not so good at other weapons, and areadept at bows and darts. Their quickness makes them good at dodging, and theypossess natural elven stealth as well. Their nature also gives themproficiency with magic, especially enchantments, but they are poor at usingnecromancy..PPThere are also a number of related types of elves:.PP.I High elvesare a powerful elven race who advance in levels very slowly -requiring half again as much experience as do humans. They are similar tocommon elves in most respects, but their strengths and weaknesses tend to begreater..PP.I Grey elvesalso advance slowly, but more quickly than high elves. They aregenerally poor at fighting - although they are still good at short and longswords and bows - but are excellent at all forms of magic except fornecromancy..PP.I Deep elvesare poor at fighting but excellent at bows, crossbows, darts, andespecially magic. They are the only elven subtype who are skilled at usingnecromancy and earth magic, and are particularly good at enchantment magic.They advance in levels at the same rate as grey elves. Deep elves are notphysically robust, but have great reserves of magical energy..PP.I Sludge elvesare a bit like common elves, but are not quite as good at mostthings while being better at necromancy and some elemental magics. Theyadvance in level slightly faster, though..PPElven armour is unusually light, and does not affect the dodging or stealth ofits wearer to the extent that other armours do. Elven cloaks and boots areparticularly useful to those who wish to be stealthy, and elven bows areparticularly effective in conjunction with elven arrows. Elves are especiallydangerous when using elven weapons..PPAll elves are good at using air elemental magic, and are okay at fire and icemagic. They are also poor at earth magic with the exceptions of deep andsludge elves, who can use earth magic well..PP.I Hill dwarvesare extremely robust but are poor at using magic. They areexcellent at hand combat, especially favouring axes, and are good at usingarmour and shields, but are poor at missile combat or at using polearms (whichare usually too big for them to wield comfortably). The only forms of magicwhich they can use with any aptitude are earth, fire and conjurations, butthey are worse than humans at the conjurations skill. They advance in levelsat a similar rate to common elves..PP.I Mountain dwarvesare almost as robust as hill dwarves and have similaraptitudes, but are slightly better at the things that hill dwarves don't dovery well, and slightly worse at the things that hill dwarves are good at.They advance in levels at a rate between that of elves and humans..PPDwarven weapons and armours are very durable, and do not rust or corrodeeasily. Dwarves are especially effective when using dwarven weaponry..PP.I Halflingsare very small and, with deep elves and kobolds, are the leastrobust of any character race. Although fair to poor at most fighting skills,they can use short blades well and are good at all forms of missile combat.They are also very stealthy and good at dodging and stabbing, but are poor atmost types of magic (except enchantments and translocations). They advance inlevels as rapidly as humans. Halflings cannot wield large weapons..PP.I Hill orcsare orcs from the upper world who, jealous of the riches whichtheir cousins, the cave orcs, possess below the ground, descend in search ofplunder and adventure. They are as robust as the hill dwarves, but have verylow reserves of magical energy. Their forte is fighting, and they are skilledat using most hand weapons (with the exception of short blades, at which theyare only fair, and missile weapons, at which they are not particularly good).They are poor at using most types of magic with the exception of conjurationsand necromancy. They advance as quickly as humans..PPOrcish bows/crossbows are particularly effective in combination with orcisharrows/bolts. Orcs are especially good at using orcish weapons..PPOrcs are poor at using air elemental magic, but okay at other kinds (and goodat earth magic)..PP.I Koboldsare small, ugly creatures with few redeeming features. They havepoor abilities and have similar aptitudes to halflings, without the excellentagility. However, they are slightly better than halflings at using some typesof magic, particularly summonings and necromancy. They often live asscavengers, surviving on carrion, but are carnivorous and can only eat meat.They advance in levels as quickly as humans..PP.I Mummiesare undead creatures who travel into the depths in search ofrevenge, redemption, or just because they want to. Being undead, they areimmune to poisons and negative energy, have little warmth left to be affectedby cold, and are not susceptible to reductions in their physical or mentalabilities. However, their dessicated bodies are highly flammable. They also donot need to eat or drink, and in any case are unable to..PPMummies progress very slowly in level (as slow as High Elves) and in allskills except fighting, spellcasting and necromancy. As they increase in levelthey become increasingly in touch with the powers of death, but cannot usesome types of necromancy which only affect living creatures (if they areunable to use a spell, they will usually be unable to memorise it). The sideeffects of necromantic magic tend to be relatively harmless to mummies..PP.I Nagaare a race of hybrids; humanoid from the waist up, with a largesnake tail instead of legs. They are reasonably good at most things andadvance in experience levels at a decent rate. They are naturally immune topoisons, can see invisible creatures, and have tough skin, but their tails arerelatively slow and cannot move them around as quickly as can other creatures'legs (this only affects their movement rate; all other actions are at normalspeed). Their body shape also prevents them from gaining full protection frommost armour. Every now and then, a naga can spit poison; the range, accuracyand damage of this poison increases with the naga's experience level..PP.I Gnomesare an underground-dwelling race of creatures, related to the dwarvesbut even more closely in touch with the earth. They are quite small, and sharemany of their characteristics with halflings (except for the great agility),although they advance slightly more slowly in experience levels. They are okayat most skills, but excellent at earth elemental magic and very poor at airmagic. Occasionally they can use their empathy with the earth to sense theirsurroundings; this ability increases in power as they gain experience levels..PP.I Ogresare huge, chunky creatures related to orcs. They have great physicalstrength, but are bad at almost everything except fighting. Because of theirlarge size they can only wear loose robes, cloaks and animal skins. They learnquite slowly. Although ogres can eat almost anything, their size means thatthey need to..PP.I Trollsare like ogres, but even nastier. They can rip creatures apart withtheir claws, and regenerate very quickly from even the most terrible wounds.They learn very slowly indeed - even more slowly than high elves - and need agreat amount of food to survive..PP.I Ogre-magesare a separate race of ogres who are unique among the beefierraces in their ability to use magic, especially enchantments. Althoughslighter than their common ogre relatives they nevertheless have greatstrength and can survive a lot of punishment. They advance in level as slowlyas high elves..PP.I Draconiansare a race of human-dragon hybrids; humanoid in form andapproximately human-sized, with wings, tails and scaly skins. Draconians startout in an immature form with brown scales, but as they grow in power they takeon a variety of colours. Some types of draconians have breath weapons. Becauseof their decidedly non-human shapes, draconians cannot wear most armours.Draconians advance very slowly in level, but are reasonably good at mostskills (except missile weapons and armour)..PP.I Centaursare another race of hybrid creatures: horses with a humantorso. Centaurs can move very quickly on their four legs, and are excellentwith bows and other missile weapons; they are also reasonable at the Fightingskill while being slow learners at specific weapon skills. They advance quiteslowly in experience level and are rather sub-average at using magic. Due totheir large bulk, they need a little extra food to survive..PP.I Demigodsare mortals (humans, orcs or elves, for example) with some divineancestry, however distant; they can be created by a number of processesincluding magical experiments and the time-honoured practice of interplanarmiscegenation. Demigods look more or less like members of their mortal part'srace, but have excellent abilities (strength, int, dex) and are extremelyrobust; they also have great supplies of magical energy. On the downside theyadvance very slowly in experience, gain skills slightly less quickly thanhumans, and cannot worship the various Gods and Powers available to the otherraces..PP.I Spriggansare small magical creatures distantly related to elves. They arepoor fighters with anything other than a dagger or a shortsword, have littlephysical resilience, and are terrible at destructive magic - conjurations,summonings, necromancy and elemental spells. On the other hand, they areexcellent at other forms of magic and are very good at moving silently andquickly. So great is their speed that a spriggan can keep pace with a centaur..PP.I Minotaursare yet another hybrid - a human body with a bovine head.Minotaurs are extremely good at all forms of physical combat, but are awful atusing any type of magic. They can wear all armour except for headgear..PP.I Demonspawnare horrible half-mortal, half-infernal creatures - the flip sideof the Demigods. Demonspawn can be created in any number of ways - magicalexperiments, breeding, unholy pacts, etc. Although many demonspawn may beindistinguishable from those of pure mortal stock, they often grow horns,scales or other unusual features. Powerful members of this class of beingsalso develop a range of unholy abilities, which are listed as mutations (andcan sometimes be activated with the 'a' command)..PPDemonspawn advance very slowly in experience and learn most skills at aboutthe same rate as do Demigods. However, they are a little better at fightingand much better at conjurations, summonings, necromancy and invocations..PP.I Ghoulsare horrible undead creatures, slowly rotting away. Although ghoulscan sleep in their graves for years on end, when they rise to walk among theliving they must eat flesh to survive. Raw flesh is preferred, especiallyrotting or tainted meat, and ghouls gain strength from consuming it..PPAs undead, Ghouls are naturally immune to poison, cold and negative energy.They aren't very good at doing most things, although they make decent fightersand can use ice and earth magic without too many difficulties..PP.I Kenkuare an ancient and feared race of bird-people with a legendarypropensity for violence. They are experts at all forms of fighting, includingthe magical arts of combat (conjurations, summonings and, to a lesser extent,necromancy). However, their light avian bodies cannot sustain a great deal ofinjury..PPBasically humanoid with bird-like heads and clawed feet, the kenku canwear all types of armour except helmets and boots. Despite their lack ofwings, powerful kenku can fly and very powerful members of this race can stayin the air permanently. They are good at air and fire elemental magic, butpoor at ice and earth magic. Kenku do not appreciate any form of servitude,and so are poor at using invocations..PPSome species have special abilities which can be accessed by the 'a' abilitiesmenu. Some also have physical characteristics which allow them to make extraattacks using the Unarmed Combat skill..PP.IP "CHARACTER CLASSES".PPIn 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 easierthan others, at least to begin with. The best classes for a beginner areprobably Gladiators, fighters and Berserkers; if you really want to play amagician, try a Conjurer. Each class starts out with a different set of skillsand items, but from there you can shape them as you will..PP.I Fightersstart with a decent weapon, a suit of armour and a shield. They havea good general grounding in the arts of fighting..PP.I Priestsserve either Zin, the ancient and revered God of Law, or the ratherless pleasant Death-God Yredelemnul. Although priests enter the dungeon with amace (as well as a priestly robe and a few healing potions), this is purelythe result of an archaic tradition the reason for which has been lost in themists of time; Priests are not in any way restricted in their choice of weaponskills..PPThe.I Thiefis one of the trickiest classes to play. Thieves start out with alarge 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..PPThe 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 severallevels. There are various kinds of magicians:.PPThe.I Wizardis a magician who does not specialise in any area of magic.Wizards start with a variety of magical skills and the magic dart spell inmemory..PPThe.I Conjurerspecialises in the violent and destructive magic of conjurationspells. Like the Wizard, the Conjurer starts with the magic dart spell..PPThe.I Enchanterspecialises in the more subtle area of enchantment magic.Although not as directly powerful as conjurations, high-level enchantmentsoffer a wide range of very handy effects. As there are no useful enchantmentspells of the first level, the Enchanter begins with a random attack spell andhas a magic wand to help survive until he or she can start learning to use thecraft properly, and is equipped with lightly enchanted weapons and armour..PPThe.I Summonerspecialises in calling creatures from this and other worlds togive assistance. Although they can at first summon only very wimpy creatures,the more advanced summoning spells allow summoners to call on such powers aselementals and demons..PPThe.I Necromanceris a magician who specialises in the less pleasant side ofmagic. Necromantic spells are a varied bunch, but many involve some degree ofrisk or harm to the caster..PP.I Elementalistsare magicians who specialise in one of the four types ofelemental magic..PP.I Venom magesspecialise in poison magic, which is extremely useful in theshallower levels of the dungeon where few creatures are immune to it. Poisonmagic is especially effective when used against insects..PP.I Transmutersspecialise in transmigrations, and can cause strange changes inthemselves and others..PP.I Warpersspecialise in translocations, and are experts in travelling longdistances and positioning themselves precisely..PPThe.I Paladinis a servant of the Shining One, and has many of the abilities ofthe Fighter and the Priest. He or she enters the dungeon with a sword, ashield, a robe, and a healing potion..PPThe.I Gladiatoris well trained in the art of fighting but is not so good atother things. In fact, Gladiators are pretty terrible at anything exceptbashing monsters with heavy things. They start with a nasty weapon, a smallshield, and armour..PPThe.I Berserkeris a hardy warrior who fights well with many weapons.Berserkers worship Trog the Wrathful, from whom they get the power to goberserk (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 anaxe, some spears, and a set of leather armour..PPThe.I Rangeris a fighter who specialises in missile weapons. A Ranger startswith a bow and some arrows, as well as a hunting knife and a set of leathers..PPAn.I Assassinis a thief who is especially good at killing. Assassins are likethieves in most respects, but begin more skilled at hand combat..PPThe.I Crusaderis a decent fighter who also has some aptitude in the magicalarts. Crusaders start out with a book of martial spells..PPThe.I Death Knightis a fighter who aligns him or herself with the powers ofdeath. There are two types of Death Knights: those who worship and draw theirabilities from the Demon-God Yredelemnul, and those who study the fearsomearts of necromancy..PPThe.I Chaos knightis a fighter who chooses to serve one of the fearsome andunpredictable Gods of Chaos. He or she has two choices: Xom or Makhleb. Xom isa very unpredictable (and possibly psychotic) creature who rewards or punishesaccording to whim. Makhleb the Destroyer is a more purposeful God, whoappreciates destruction and offers a variety of very violent powers to thefaithful..PPThe.I Healeris a priest of Elyvilon. Healers begin with minor healing powers,but can gain far greater abilities in the long run..PPThe.I Reaveris a warrior who has some aptitude with the magic of destruction..PPThe.I stalkeris an assassin who has some aptitude in the use of poison magic..PPThe.I Monkis a type of fighter specialising in unarmed combat. Monks startwith very little equipment, but can survive without the weighty weapons andspellbooks needed by other classes..PP.IP EXPERIENCE.PPWhen you kill monsters, you gain experience points (xp) (you also receive onehalf experience for monsters killed by friendly creatures). When you getenough xp, you gain an experience level, making your character more powerful.As they gain levels, characters gain more hit points, magic points, and spelllevels..PP.IP SKILLS.PPYour character has a number of skills which affect his or her ability toperform certain tasks. You can see your character's skills by pressing the 'm'key; the higher the skill level of a skill, the better you are at it. Everytime your character gains experience points, those points become available toincrease skills. You convert experience points into skill levels by practisingthe skill in question (eg fight with a certain type of weapon, cast a certaintype of spell, or walk around wearing light armour to practise stealth). Theamount of unassigned experience points is shown on the skills screen, and thenumber in blue next to each skill counts down from 9 to 0 as you get closer toincreasing that skill..PPYou can elect not to practise a particular skill by selecting it in the skillscreen (making it turn dark grey). This means that you will be less likely toincrease that skill when you practise it (and will also not spend as manyexperience points on it)..PPThe race you have chosen for your character has a significant effect onyour rate of advancement in each skill. Some races are very good at someskills and poor at others. If your character's race is good at a skill, theywill require less experience and take less time to advance in it; being badat a skill has the opposite result..PPThere are a few different types of skills:.PPFighting skills.PP.I Fightingis the basic skill used in hand-to-hand combat, and appliesno matter which weapon your character is wielding (if any). It is alsothe skill which determines the number of hit points your character getsas they increase in level (note that this is calculated so that you don'tget a long run advantage by starting out with a high fighting skill)..PPIn addition, there are a number of weapon skills which affect your ability tofight with specific weapons. If you are already good at a weapon, say a longsword, 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 bothskills are equal..IP "Similar types of weapons include:"- All sword skills.br- Maces & flails and Axes.br- Polearms and Axes.br- Staves and Polearms.PPBeing good at a specific weapon improves the speed with which you can use itby about 10% every two skill levels. Although lighter weapons are easier touse initially, as they strike quickly and accurately, heavier weapons increasein damage potential very quickly as you improve your skill with them..PP.I Unarmed Combatis a special fighting skill. It allows your character to makea 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 alsoexercised when you make a secondary attack (a kick, punch etc). Unarmed combatis particularly difficult to use in combination with heavy armour, andcharacters wearing a shield or wielding a two-handed weapon other than a stafflose the powerful punch attack..PPThrowing skills.PP.I Throwingis the basic skill used when throwing things, and there area number of individual weapon skills for missile weapons as well..PPMagic skills.PP.I Spellcastingis the basic skill for magic use, and affects yourreserves of magical energy in the same way that Fighting affects yourhit points. Every time you increase your spellcasting skill you gainsome magic points and spell levels. Spellcasting is a very difficultskill to learn, and requires a large amount of practice and experience..PPOnly those characters with at least one magic skill at level one or above canlearn magical spells. If your character has no magic skills, he or she canlearn the basic principles of the hermetic arts by reading and reciting thespells inscribed on magical scrolls (this stops being useful once you reachlevel one in Spellcasting)..PPThere are also individual skills for each different type of magic; the higherthe skill, the more powerful the spell. Multidisciplinary spells use anaverage of the two or three skills..PPElemental magic is a special case here. When you practise an elemental magicskill (fire, ice, air or earth magic) you will improve much less quickly thannormal if you already have one or more elemental magic skills higher than theone 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 earthand air. Say you have level 2 fire magic, level 4 ice magic, and level 1 airmagic. Practising ice magic won't be a problem. Practising air magic will be abit slow, as you have other elemental skills at higher levels. Practising firemagic will be very slow, as you have a higher level in ice magic. Right?.PPMiscellaneous.PPThis includes a variety of skills:.PP.IR Armour :Having a high armour skill means that you are used to wearing heavyarmour, so you gain more AC from it and lose less evasion while wearing it..PP.IR Dodging :When you are wearing light armour, a high dodging skill increasesyour evasion score..PP.IR Stealth :Helps you avoid being noticed. Try not to wear heavy armour (or beencumbered) if you want to be stealthy..PP.IR Stabbing :Lets you make a very powerful first strike against asleeping/resting monster who hasn't noticed you yet. This is most effectivewith a dagger, slightly less effective with a short sword, and less useful(although by no means of negligible effect) with any other weapon..PP.IR Shields :affects the amount of protection you gain by using a shield..PP.IR "Traps & doors" :affects your ability to notice hidden traps and doors and todisarm traps when you find them. With this skill at a high level you willoften find hidden things without actively looking for them..PP.IR Invocations :an easy-to-learn skill which affects your ability to call onyour God for aid. Those skilled at invoking have reduced fail rates andproduce more powerful effects. The Invocations skill affects your supply ofmagic in a similar way to the Spellcasting skill and to a greater extent, butthe two are not cumulative - whichever gives the greater increase is used.Some Gods (such as Trog) do not require followers to learn this skill..PPIf your character does not have a particular skill, they can gain it bypractising as above..PP.IP ABILITIES.PPYour character is further defined by his or her abilities, which initiallyvary according to class and species..PP.I Strengthaffects the amount of damage you do in combat, as well as how muchstuff you can carry..PP.I Intelligenceaffects how well you can cast spells as well as your ability touse some magical items..PP.I Dexterityaffects your accuracy in combat, your general effectiveness withmissile weapons, and your ability to dodge attacks aimed at you. Althoughyour dexterity does not affect your evasion score (Ev) directly, anycalculation involving your Ev score also takes account of your dexterity..PP.IR AC :This stands for Armour Class. When you something injures you, your ACreduces the amount of damage you suffer. The number next to your AC is ameasure of how good your shield (if any) is at blocking attacks.
.IR EV :This is your evasion score. It helps you to avoid being hit by unpleasantthings..PP.IR Gold :This is how much money you're carrying. Money adds to your final score,and can be used to purchase items in shops..PP.I Magic Resistanceaffects your ability to resist the effects of enchantmentsand similar magic directed at you. Although your magic resistance increaseswith your level to an extent determined by your character's race, thecreatures you will meet deeper in the dungeon are better at casting spellsand are more likely to be able to affect you. MR is an internal variable, soyou can't see what yours is..PPSometimes characters will be able to use special abilities, for example theNaga's ability to spit poison or the magical power to turn invisible grantedby a ring. These are accessed through the 'a' command..PP.IP RELIGION.PPThere are a number of Gods, Demons and other assorted Powers who will acceptyour character's worship, and sometimes give out favours in exchange. You canuse the '^' command to check the requirements of whoever it is that youworship, and if you find religion to be an inconvenience you can alwaysrenounce your faith (use the 'a' command - but some Gods resent beingscorned!)..PPThe 'p' command lets you pray to your God. Anything you do while praying, youdo 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 asense of what your God thinks of you, and can be used to sacrifice things ataltars..PPTo use any powers which your God deems you fit for, access the abilities menuwith the 'a' command; God-given abilities are listed as invocations..PPSome classes start out religious; others have to pray at an altar to dedicatethemselves to a life of servitude. There are altars scattered all over thedungeon, and your character has heard rumours of a special temple somewherenear the surface..PP.IP MUTATIONS.PPAlthough it would doubtless be a nice thing if you could remain geneticallypure, there are too many toxic wastes and mutagenic radiations in the Dungeonfor that to be possible. If your character is so affected by these that he orshe undergoes physiological change, you can use the 'A' command to see howmuch of a freak they've become and the 'a' command to activate any mutationswhich can be controlled..PPYou 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 spendalmost all of your time hasted or invisible to be affected. However, somepowerful items radiate dangerous levels of magical energy. More often thannot, the mutations caused by magical radiations express harmfully..PPAny demonic powers your character may have are listed in red; these arepermanent and can never be removed. If one of your powers has been augmentedby a mutation, it is displayed in a lighter red colour..PP.IP "EXPLORING THE DUNGEON".PPYou can make your character walk around with the numeric keypad (turn numlockoff) or the "Rogue" keys (hjklbnyu). If this is too slow, you can make yourcharacter walk repeatedly by typing shift and a direction. They will walk inthat direction until any of a number of things happen: a hostile monster isvisible 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 flooror an undiscovered trap and it is not your first move of the long walk. Notethat this is functionally equivalent to just pressing the direction keyseveral times..PPIf you press shift and '5' on the numeric keypad (or just the number '5' onthe keyboard) you rest for 100 turns or until your hit points or magic returnto 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 assumedto be observing your surroundings, so you have a chance of detecting any trapsor secret doors adjacent to you..PPThe section of the viewing window which is coloured (with the '@' representingyou at the centre) is what you can see around you. The dark grey around it isthe 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 thevarious dungeon features, and typing '?' when the cursor is over a monsterbrings up a short description of that monster (these are all rather sketchy;I'll write better descriptions when I have time). You can get a map of thewhole 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 ison top of them..PPYou can make your way between levels by using staircases, which appear as '>'(down) and '<' (up), by pressing the '>' or '<' keys. If you ascend an upstaircase on level one, you will leave the dungeon forever; if you arecarrying the magical Orb of Zot, you win the game by doing this..PPOccasionally you will find an archway; these lead to special places likeshops, magical labyrinths, and Hell. Depending on which type of archway it is,you can enter it by typing '<' or '>'..PPDoors 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 doorin the indicated space, you will attempt to attack any monster which may bestanding 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 inthe target square. If there is apparently nothing there you will still attackit, just in case there's something invisible lurking around..PPA variety of dangerous and irritating traps are hidden around the dungeon.Traps look like normal floor until discovered (usually by activating them). Adiscovered trap can be disarmed with the control-direction commands, althoughnot all traps can be affected in this way..PPWhen you are in a shop, you are given a list of the shopkeeper's stock fromwhich to choose, and a list of instructions. You can leave the shop and eventhe level and come back later if you want. Unfortunately the shopkeepers allhave an enterprise bargaining agreement with the dungeon teamsters union whichprevents them using non-union labour to obtain stock, so you can't sellanything in a shop (but what shopkeeper would trust a scummy adventurer likeyou, anyway?)..PPYou goal is to locate the Orb of Zot, which is held somewhere deep beneath theworld's surface. The Orb is an ancient and incredibly powerful artefact, andthe legends promise great things for anyone brave enough to extract it fromthe fearsome Dungeon. Some believe it will grant immortality or even godhoodto the one who carries it into the sunlight; many undead creatures seek it inthe hope that it will restore them to life. Good luck!.PP.PPA full list of the commands available to you can be accessed by typing '?'(question mark). If you don't like them, they can be changed by the use of:.PP.IP "MACROS/KEYMAPS".PPYou can change the keys used to perform specific functions by editing themacro.txt file (or creating a new one). The K: line indicates a key, and theA: line assigns another key to that key's function..PPYou can also redefine keys in-game with the ` key, and save them with the ~key..PP(Thanks to Juho Snellman for this patch).PP.IP ITEMS.PPIn the dungeons of Crawl there are many different kinds of normal and magicalartefacts to be found and used. Some of them are useful, some are nasty, andsome give you great power, but at a price. Some items are unique; these haveinteresting 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 adifferent way. Here is a general list of what you might find in the course ofyour adventures:.PP.IP WEAPONS.PPThese 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 differentchance 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 agreatsword is about as clever as bashing a dragon with a club. For this reasonit is wise to have a good mixture of weapon skills. Skills affect damage,accuracy and speed..PPWeapons can be enchanted; when they are identified, they have values whichtell you how much more effective they are than an unenchanted version. Thefirst number is the enchantment to-hit, which affects the weapon's accuracy,and the second is its damage enchantment; weapons which are not enchanted aresimply '+0'. Some weapons also have special magical effects which make themvery effective in certain situations. Some types of hand weapon (especiallydaggers, spears and hand axes) are quite effective when thrown. You can wieldweapons with the 'w' command, which is a very quick action. If for some reasonyou want to go bare-handed, type 'w' followed by a hyphen ('-'). Note thatweapons are not the only class of item which you can wield..PPThe ' key is a shortcut which automatically wields item a. If item a is beingwielded, it causes you to wield item b instead, if possible. Try assigning theletter a to your primary weapon, and b to your bow or something else you needto wield only sometimes. Note that this is just a typing shortcut and is notfunctionally different to wielding these items normally..PP.IP AMMUNITION.PPIf you would rather pick off monsters from a safe distance, you will needammunition for your sling or bow. Darts are effective when simply thrown;other kinds of ammunition require you to wield an appropriate device toinflict worthwhile damage. Ammunition has only one "plus" value, which affectsboth accuracy and damage. If you have ammunition suitable for what you arewielding, the 'f' command will choose the first lot in your inventory, or youcan use the 't' command to throw anything. If you are using the right kind ofhand weapon, you will "shoot" the ammunition, otherwise you "throw" it..PPWhen throwing something, you are asked for a direction. You can either enterone of the directions on your keypad, or type '*' and move the cursor overyour target if they are not in a direct line with you. When the cursor is onthem, press '.' (period) or delete to target them (you can also target anempty space if you want). If you press '>' instead of '.', the missile willstop at that space even if it misses, and if the target space is water, it mayhit anything which might be lurking beneath the surface (which would otherwisebe 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 atyourself (this can be useful when zapping some wands; see later). Also, if youtype 'p' instead of a direction or '*', you will target your previous target(if still possible)..PP.IP ARMOUR.PPThis is also rather important. When worn, most armour improves your ArmourClass, which decreases the amount of damage you take when something injuresyou. Unfortunately the heavier types of armour also hamper your movement,making it easier for monsters to hit you (ie reducing your evasion score) andmaking it harder for you to hit monsters. These effect can be mitigated by ahigh Armour skill. Wearing heavy armour also increases your chances ofmiscasting spells, an effect which is not reduced by your Armour skill..PPA Shield normally affects neither your AC or your evasion, but it lets youblock some of the attacks aimed at you and absorbs some of the damage youwould otherwise receive from things like dragon breath and lightning bolts.Wearing a shield (especially a large shield) makes you less effective in handcombat..PPSome magical armours have special powers. These powers are sometimesautomatic, affecting you whenever you wear the armour, and sometimes must beactivated with the 'a' command..PPYou can wear armour with the 'W' command, and take it off with the 'T'command..PP.IP FOOD.PPThis is extremely important. You can find many different kinds of food in thedungeon. If you don't eat when you get hungry, you will eventually die ofstarvation. Fighting, carrying heavy loads, casting spells, and using somemagical items will make you hungry. When you are starving you fight lesseffectively as well. You can eat food with the 'e' command..PP.IP "MAGICAL SCROLLS".PPScrolls have many different magical spells enscribed on them, some good andsome bad. One of the most useful scrolls is the scroll of identify, which willtell you the function of any item you have in your inventory; save these upfor the more powerful and inscrutable magic items, like rings. You can readscrolls (and by doing so invoke their magic) with the 'r' command..PP.IP "MAGICAL POTIONS".PPWhile scrolls tend to affect your equipment or your environment, most potionsaffect your character in some way. The most common type is the simple healingpotion, which restores some hit points, but there are many other varieties ofpotions to be found. Try to avoid drinking poisonous potions! Potions can bequaffed (drunk) with the 'q' command..PP.IP WANDS.PPSometimes you will be lucky enough to find a stick which contains storedmagical energies. Wands each have a certain amount of charges, and a wand willcease to function when its charges run out. You must identify a wand to findout how many uses it has left. Wands are aimed in the same way as missileweapons, and you can invoke the power of a wand by 'z'apping it..PP.IP RINGS.PPMagical rings are among the most useful of the items you will find in thedungeon, but can also be some of the most hazardous. They transfer variousmagical abilities onto their wearer, but powerful rings like rings ofregeneration or invisibility make you hunger very quickly when activated. Youcan put on rings with the 'P' command, and remove them by typing 'R'. You canwear up to two rings simultaneously, one on each hand; which hand you put aring on is immaterial to its function. Some rings function automatically,while others require activation (the 'a' command)..PPAmulets are similar to rings, but have a different range of effects (whichtend to be more subtle). Amulets are worn around the neck, and you can wearonly one at a time..PP.IP STAVES.PPThere are a number of types of magical staves. Some enhance your generalspellcasting ability, while some greatly increase the power of a certain classof spells (and possibly reduce your effectiveness with others). Some arespell staves, and hold spells which you can cast without having to memorisethem first, and also without consuming food. You must wield a staff like aweapon 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' commandwhile you are wielding them..PP.IP BOOKS.PPBooks contain magical spells which your character may be able to learn. Youcan read a book with the 'r' command, which lets you access a description ofeach spell, or memorise spells from it with the 'M' command. Some books haveother special effects, and some powerful spellbooks have been known to punishthe attentions of incompetent magicians..PP.IP CARRION.PPIf you manage to kill a monster delicately enough to avoid scattering bits ofit around the room, it may leave a corpse behind for you to play with. Despitethe fact that corpses are represented by the same '%' sign as food, you can'teat them without first cutting them into pieces with the 'D' command, andbeing extremely hungry helps as well. Even then, you should choose yourhomemade food with great care..PP.IP MISCELLANEOUS.PPThese are items which don't fall into any other category. You can use many ofthem by wielding and 'I'nvoking them. You can also use some other specialitems (such as some weapons) by invoking them in this way..PPYou pick items up with the ',' (comma) command and drop them with the 'd'ropcommand. When you are given a prompt like "drop which item?" or "pick up<x>?", if you type a number before either the letter of the item, or 'y' or\&'n' for yes or no, you will drop or get that quantity of the item..PPTyping 'i' gives you an inventory of what you are carrying. When youare given a prompt like "Throw [or wield, wear, etc] which item?", you cantype the letter of the item, or you can type '?' or '*' to get an inventorylist. '?' lists all appropriate items, while '*' lists all items, appropriateor not. When the inventory screen is showing "-more-", to show you that thereis another page of items, you can type the letter of the item you want insteadof space or enter..PPYou can use the adjust command (the '=' key) to change the letters to whichyour possessions are assigned. This command can be used to change spellletters as well..PPSome items can be stickycursed, in which case they weld themselves to yourbody when you use them. Such items usually carry some kind of disadvantage: aweapon or armour may be damaged or negatively enchanted, while rings can haveall manner of unpleasant effects on you. If you are lucky, you might findmagic which can rid you of cursed items..PPItems 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 oftheir function. However, these characteristics change between each game, sowhile in one game every potion of healing may be yellow, in another game theymight all be purple and bubbly. Once you have discovered the function of suchan item, you will remember it for the rest of the current game. You can accessyour item discoveries with the '\' key..PPA very useful command is the 'V' key, which gives you a description of what anitem does. This is particularly useful when comparing different types ofweapons, but don't expect too much information from examining unidentifieditems..PP.IP SPELLCASTING.PPMagical spells are a very important part of surviving in the dungeon. Everycharacter class can make use of magical spells, although those who enter thedungeon without magical skills must practise by reading scrolls before theycan attempt spellcasting..PPSpells 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 itas well as indicating how powerful it may be. You can only memorise a certainnumber of levels of spells; type 'M' to find out how many. When you gainexperience levels, you can memorise more, and you will need to save up forseveral levels to memorise the more powerful spells. When you cast a spell,you temporarily expend some of your magical energy as well as becominghungrier (although more powerful spellcasters hunger less quickly from usingmagic)..PPHigh level spells are difficult to cast, and you may miscast them every oncein 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 yourskills, your intelligence, the level of the spell and whether you are wearingheavy armour. Failing to cast a spell exercises your spell skills, but not byas much as casting it successfully..PPMany of the more powerful spells carry disadvantages or risks; you should readthe spell description (obtained by reading the spellbook in which you foundthe spell) before casting anything..PPSome spells are directional, and require you to enter a direction in the sameway as you would when shooting a missile or zapping a wand. Some spellsrequire the proper materials to be present before they will work; for example,to animate a skeleton with the necromantic spell, you must stand on a spacewhere a skeleton is on the top of the stack of items..PPBe careful of magic-using enemies! Some of them can use magic just as well asyou, if not better, and often use it intelligently..PP.IP MONSTERS.PPIn the caverns of Crawl, you will find a great variety of creatures, many ofwhom would very much like to eat you. To stop them doing this, you will needto 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 monstersare just too nasty to beat, and you will find that discretion is often thebetter part of valour..PPSome monsters can be friendly; friendly monsters will follow you around andfight on your behalf (you gain 1/2 the normal experience points for any killsthey make). You can command your allies using the '!' key, which lets youeither shout to attract them or tell them who to attack..PP.SH ENVIRONMENT VARIABLES.IP CRAWL_NAMEDefault name for your character..IP CRAWL_DIRThe directory where your macros and character dumps are stored..IP CRAWL_RCA pointer to the file containing your default settings..PP.SH FILES.IP "/usr/lib/games/crawl/bone*"The bones files..IP "/usr/lib/games/crawl/score"The high score list..IP "$CRAWL_DIR/macro.txt"The macro resource file..IP "$CRAWL_DIR/morgue.txt"A character dump of your last death..IP "$CRAWL_RC, $CRAWL_DIR/init.txt, $HOME/.crawlrc"Default settings..SH BUGSLots..PPAvoid the labyrinth... you may not be able to get out.
To access Crawl's help menu, press '?'. To get the list of all commands,press '?' again.