git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@1357 c06c8d41-db1a-0410-9941-cceddc491573
R5Q2OJMXNVK5RPXIKLTHHAOP67XOBB44AZKKZ2TOI3USPL6HACXAC BWLTFEAHYDDL4I45B6J55SDLPNN5L6BGFD4KPNEUSP7PRQBY5AUQC 5CBQGKSFXYQ6SKY3YK7B7GZMHXOOVQS37EGQ3EFPWKBOY73P47GAC WQU4ORZR2C52JNRTH5DN4XKNLEC4Q4SUZ7MLO6MBU6SSL2YXLSOAC DC5LUHADFCY4R5TAAQ7EFX2MSWABYRRDU4QLOJ3DFDG667SDDYMAC RVST2QHYJ757ZHK4AUJ5NGPDZ44AD6RVFVXYPKQIBJXZBDNUCHXQC Y3ZCJ2CZJYJAEB76HS4EY4GD64TDPPKANQVNDEH2OJPRDPZWJNYAC 7TLJ2HSES5TLOSAVWAWVVCKHGWNDXYDEYRN3AONEZDC2LSY5SBUQC F2BIF3CG3F2THAJQZVE7N63F3NLOMA2PY4SUBA2FJOP2ANKIFYGQC Crawl is a fun game in the grand tradition of games like Rogue,Hack and Moria. Your objective is to travel deep into a subterraneancave complex and retrieve the Orb of Zot, which is guarded by manyhorrible and hideous creatures.
Crawl is a fun game in the grand tradition of games like Rogue, Hackand Moria. Your objective is to travel deep into a subterranean cavecomplex and retrieve the Orb of Zot, which is guarded by many horribleand hideous creatures.
If you have never played Crawl (or a similar game) before, you maywant to try out a tutorial. These are accessed by entering 'T' inthe class or species selection screens. You can choose among threequite popular and rather straight forward combinations: a strongmelee fighter with the additional help of a mighty war god, a Centaurhunter using bow and arrows, and an Elven battle magician. Thetutorials are primarily intended to explain Crawl's interface. Theydo not focus on 'optimal' gameplay (also, many experienced playersshare different views on the latter). The tutorial has a specialhelp screen (viewed by pressing '?') and ends when you reach thefifth experience level.
If you have never played Crawl (or a similar game) before, you may wantto try out a tutorial. These are accessed by entering 'T' in the classor species selection screens. You can choose among three quite popularand rather straight forward combinations: a strong melee fighter withthe additional help of a mighty war god, a Centaur hunter using bow andarrows, and an Elven battle magician. The prime aim of the tutorials isto explain Crawl's interface. They do not focus on 'optimal' gameplay(also, many experienced players share different views on the latter).The tutorial has a special help screen (viewed by pressing '?') and endswhen you reach the fifth experience level.
Detailed instructions for playing Crawl follow. If you want to getthe most important facts more quickly, read the quick-start guide(quickstart.txt) and learn as you play. Otherwise, it may be worthyour while to read at least part of this file (although it willprobably confuse you somewhat). Read at least the disclaimer insection L of this document and the licence.txt file, though.
Detailed instructions for playing Crawl follow. If you want to read themost important facts more quickly, then turn to the quick-start guide(quickstart.txt) and learn as you play. You can do this within the gameas well from the help menu by pressing ?. Otherwise, it may be worthyour while to read at least part of this file (although it will probablyconfuse you somewhat). Read at least the disclaimer in section L of thisdocument and the licence.txt file, though.
While Dungeon Crawl is a strict single player game, you can playon a server together with many others. The relevant webpage andtelnet address are:
While Dungeon Crawl is a strict single player game, you can play on aserver together with many others. These are the relevant webpage andtelnet addresses:
After starting Crawl, you'll be asked to type in a name. If youwish to choose a name after deciding on the species and class ofyour new character, press Enter. You will see a full list of allsaved games is displayed, which you can navigate with the cursorUp and Down keys, and entering a name that is already attached toa save game will continue that game. Otherwise, enter a new name,and you will proceed to choose a race and class for a new character.
After starting Crawl, you'll be asked to type in a name. Press Enter ifyou wish to choose a name after deciding on the species and class ofyour new character. The full list of saved games is also displayed,which you can navigate with the cursor Up and Down keys, and entering aname that is already attached to a save game will continue that game.Otherwise, enter a new name, and you will proceed to choose a race andclass for a new character.
The choice of species affects several important characteristics,in particular the speed at which you learn different skills. Thisis very important, and helps to differentiate clearly the manyavailable races. The following factors are species-dependent:
The choice of species affects several important characteristics, inparticular the speed at which you learn different skills. This is veryimportant, and helps to differentiate clearly the many available races.The following factors are species-dependent:
The choice of class is definitely less decisive than that of speciesin Crawl. Basically, class determines what the character has learnedprior to entering the dungeon (i.e. the starting skills), and alsohelps determine equipment and hit/magic points at start.
The choice of class is definitely less decisive than that of species inCrawl. Basically, class determines what the character has learned priorto entering the dungeon (i.e. the starting skills), and also helpsdetermine equipment and hit/magic points at start.
Some species are slower than humans in most/all skills. For someclasses these races may seem to have very few skills because theyhaven't quite earned the first level of several of their skills(Centaurs are notable in this regard... although non-human Wandererscan appear to start with no apparent skills at all). This isn't abug or an oversight, these species are just particularly weakerthan humans at these classes. They may have other advantages beyondskill development, though in some cases they may not.
Some species are slower than humans in most/all skills. For some classesthese races may seem to have very few skills because they haven't quiteearned the first level of several of their skills (Centaurs are notablein this regard... although non-human Wanderers can appear to start withno apparent skills at all). This isn't a bug or an oversight, thesespecies are just particularly weaker than humans at these classes. Theymay have other advantages beyond skill development, though in some casesthey may not.
You will notice that no species (except Humans) has access to allclasses. Looking at the available combinations should give you arough impression about the weaknesses and strengths of the differentraces.
You will notice that no species except Humans has access to all classes.Looking at the available combinations should give you a rough impressionabout the weaknesses and strengths of the different races.
For some combinations of race and class, you must make additionalchoices before starting the game: for example, you must pick astarting god for Chaos Knights, or a starting weapon for Fighters.
For some combinations of race and class, you must make further choicesbefore starting the game: for example, you must pick a starting god forChaos Knights, or a starting weapon for Fighters.
You can choose a tutorial from both the species and class selectionscreens by pressing 'T'. There are three different tutorialcombinations available.
You can choose a tutorial from the species and class selection screensby pressing 'T'. Three different tutorial combinations are available.
Hit points: A measure of life force. You die if your hit points drop----------- to zero or less (although there are additional ways to die).The main screen shows hit points in the format HP: 8/10,showing that your character's maximum hit points are 10, andthe character currently has 8. Resting (by pressing 's','.', Del) will slowly restore hit points; for longer restinguse '5' or Shift-Num-5.
Hit points: A measure of life force. You die if your hit points drop----------- to zero or less (although you can die in other ways, too).The main screen shows hit points in the format HP: 8/10,showing that your character's maximum hit points are 10,and the character currently has 8. Resting (by pressing's', '.', Del) will slowly restore hit points; for longerresting use '5' or Shift-Num-5.
Some very battle-fixated characters may end up with more than250 hit points, yet some spellcasters are known to havefinished the game victorious with less than 100 hit points.
Some very battle-fixated characters may end up with morethan 250 hit points, yet some spellcasters are known tohave finished the game victorious with less than 100 hitpoints.
Magic points: A measure of magic or other intrinsic power. This is used------------- primarily for spellcasting, but is sometimes also used forberserking and invoking of many other specialabilities. They are displayed in the same way as hit points;nothing bad happens if these drop to zero. (Except, of course,that you can't cast any spells...) Resting restores these, too.
Magic points: A measure of magic or other intrinsic power. This is used------------- primarily for spellcasting, but is sometimes also used forberserking and invoking of many other special abilities.They are displayed in the same way as hit points; nothingbad happens if these drop to zero. (Except, of course,that you can't cast any spells.) Resting restores these,too.
Level: Starting characters have experience level 1; the highest------ possible level is 27. The current level is displayed in thestat area after "Experience". Gaining a level nets additionalhit and magic points, and will sometimes grant spell slotsor primary attributes (see immediately below).
Level: Starting characters have experience level 1; the highest------ possible level is 27. The current level is displayed inthe stat area after "Experience". Gaining a level netsadditional hit and magic points, and will sometimes grantspell slots or primary attributes (see immediately below).
Primary attributes describe the abilities of a character to fight,dodge, learn spells etc. They grow permanently from gaining levels,and temporarily from using appropriate artifacts or abilities. Crawlhas only three:
Primary attributes describe the character's abilities to fight, dodge,learn spells etc. They grow permanently from gaining levels, and mayincrease temporarily from using appropriate artifacts or abilities. Theymay decrease for various reasons, as well. Crawl has only three:
Intelligence: Affects how well you can cast spells as well as your ability------------- to use some magical items.
Intelligence: Affects how well you can cast spells as well as how much------------- nutrition spellcasting takes. Your ability to use somemagical items is also influence by your intelligence.
Dexterity: Affects your accuracy in combat, your general effectiveness---------- with missile weapons, your ability to dodge attacks aimed atyou, and your ability to use thiefly skills such asbackstabbing and disarming traps. Although your dexterity doesnot affect your evasion score (EV) directly, any calculationinvolving your EV score also takes account of your dexterity.
Dexterity: Affects your accuracy in combat, your ability to dodge---------- attacks aimed at you, your general effectiveness withmissile weapons, and your ability to use thiefly skillssuch as backstabbing and disarming traps. Your dexteritydoes directly affect your evasion score (EV).
If any one of these drops to zero, you die. Note that upon gainingLevels 3, 6, 9 etc. you get to choose one of these attributes toraise. Random increases can also occur (which levels give an increase
If any one of these drops to zero for some reason, you die. Note thatupon gaining Levels 3, 6, 9 etc. you get to choose one of the attributesto raise. Random increases can also occur (which levels give an increase
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 ameasure of how good your shield (if any) is at blockingattacks. In both cases, more is better.
Armour Class: Also called AC; when something injures you, your AC------------- reduces the amount of damage you suffer. The number nextto 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 (but will not reduce the amount of damage you suffer ifyou do get hit).
Evasion: Also called EV, this helps you to avoid being hit by-------- unpleasant things (but will not reduce the amount ofdamage you suffer if you do get hit).
Gold: This is how much money you're carrying. Money adds to your----- final score and can be used to purchase items in shops.
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 resistanceincreases with your level to an extent determined by yourcharacter's species, the creatures you will meet deeper in thedungeon are better at casting spells and are more likely to beable to affect you. MR is an internal variable, so you can'tsee what yours is, but you can get a rough idea by pressing '@'.
Magic Affects your ability to resist the effects of enchantmentsResistance: and enchantments and similar magic directed at you.----------- Although your magic resistance increases with your levelto an extent determined by your character's species, thecreatures you will meet deeper in the dungeon are betterat casting spells and are more likely to be able to affectyou. MR is an internal variable, so you can't see whatyours is, but you can get a rough idea by pressing '@'.
Stealth: Another internal variable like Magic Resistance. First,-------- there is a Stealth skill which every character can learn (butagain, the different races' aptitudes for this vary greatly).Next, some armour affects Stealth in a positive way (all Elvenpieces are notable in this regard), while all heavy armourswill hamper it. Stealth's effects include allowing yourcharacter to move through the dungeon undetected.
Stealth: Another internal variable like Magic Resistance. First,-------- there is a Stealth skill which every character can learn(but again, the different races' aptitudes for this varygreatly). Next, some armour affects Stealth in a positiveway (all Elven pieces are notable in this regard), whileheavy armours will hamper it. Stealth's effects includeallowing your character to move through the dungeonundetected.
Sometimes characters will be able to use special abilities, forexample the Naga's ability to spit poison, or the magical power toturn invisible granted by a ring. These are accessed through the'a' command.
Sometimes characters will be able to use special abilities, for examplethe Naga's ability to spit poison, or the magical power to turninvisible granted by a ring. These are accessed through the 'a' command.
There are many ailments or enchantments that can temporarily befallyou. 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 givenin Appendix 5.
There are many ailments or enchantments that can temporarily befall you.These are noted in the stats area below the experience line. Many ofthem are self-explaining, like Pray, or Hungry. Many others, however,can be subtle, and a full list with explanations is given in Appendix 5.
You can make your character walk around with the numeric keypad(try both Numlock on and off) or the "Rogue" keys (hjklyubn). Ifthis is too slow, you can make your character walk repeatedly bypressing Shift and a direction. You will walk in that directionuntil any of a number of things happen: a hostile monster is visibleon the screen, a message is sent to the message window for anyreason, you type a key, or you are about to step on anything otherthan normal floor or an undiscovered trap and it is not your firstmove of the long walk. Note that this is functionally equivalentto just pressing the direction key several times.
You can make your character walk around with the numeric keypad (tryboth Numlock on and off) or the "Rogue" keys (hjklyubn). If this is tooslow, you can make your character walk repeatedly by pressing Shift anda direction; alternatively, press / followed by a direction. You willwalk in that direction until any of a number of things happen: a hostilemonster is visible on the screen, a message is sent to the messagewindow for any reason, you type a key, or you are about to step onanything other than normal floor or an undiscovered trap and it is notyour first move of the long walk. Note that this is functionallyequivalent 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 pointsor magic return to full, whichever is sooner. You can rest for justone turn by pressing '.', Delete, 's', or '5' on the keypad. Wheneveryou are resting, you are assumed to be observing your surroundings,so you have a chance of detecting any traps or secret doors adjacentto you.
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 ormagic return to full, whichever is sooner. You can rest for just oneturn by pressing '.', Delete, 's', or '5' on the keypad. Whenever youare resting, you are assumed to be observing your surroundings, so youhave a chance of detecting any traps or secret doors adjacent to you.Resting stops if a monster appears.
around to get a description of the various dungeon features, andtyping 'v' when the cursor is over a monster brings up a shortdescription of that monster. You can get a map of the whole level(which shows where you've already been) by typing the 'X' key. Thismap specially colour-codes stairs and known traps, even if somethingis on top of them.
around to get a description of the various dungeon features, and typing'v' when the cursor is over a monster brings up a short description ofthat monster. You can get a map of the whole level (which shows whereyou've already been) by typing the 'X' key. On this map, stairs andknown traps are specially colour-coded airs and known traps, even ifsomething is on top of them.
You can make your way between levels by using staircases, whichappear as '>' (down) and '<' (up), by pressing the '>' or '<' keys.If you ascend an up staircase on level one, you will leave thedungeon forever; if you are carrying the magical Orb of Zot, youwin the game by doing this. Otherwise, the game ends, and you lose.
You can make your way between levels by using staircases, which appearas '>' (down) and '<' (up), by pressing the '>' or '<' keys. If youascend 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 doingthis. Otherwise, the game ends, and you lose.
Besides the dungeon you start in, Crawl's dungeon has many branches.All of them are themed and host opponents of some special sort. Itis not mandatory to visit any particular branch, but you must exploresome of them: progress to the Realms of Zot (where the Orb islocated) is only possible for adventurers who have at least threemagical runes of Zot. The bottoms of several branches contain suchrunes.
Besides the dungeon you start in, Crawl's dungeon has many branches. Allof them are themed and host opponents of some special sort. It is notmandatory to visit any particular branch, but you must explore some ofthem: progress to the Realms of Zot (where the Orb is located) is onlypossible for adventurers who have at least three magical runes of Zot.The bottoms of several branches contain such runes.
Occasionally you will find an archway ('\'); these lead to specialplaces like shops, magical labyrinths, and Hell. Depending on whichtype of archway it is, you can enter it by typing '<' or '>'.
Occasionally you will find an archway (displayed as '\' or as an actualarch); these lead to special places like shops, magical labyrinths, andHell. Depending on which type of archway it is, you can enter it bytyping '<' or '>'.
Doors can be opened with the 'o' command and closed with the 'c'command. Pressing Control plus a direction also opens doors. Ifthere is no closed door in the indicated space, you will attemptto attack any monster which may be standing there (this is the onlyway to attack a friendly creature hand-to- hand). If there is nocreature there, you will attempt to disarm any trap in the targetsquare. If there is apparently nothing there you will still attackit, just in case there's something invisible lurking around. (Thereis.)
Doors can be usually be opened by just walking into them (there is anoption for disabling this); else this can also be done with either the'o' command or by pressing Ctrl plus a direction or '*', followed by adirection. They can be closed with the 'c' command. If there is noclosed door in the indicated space, both Ctrl-direction and * directionwill attempt to attack any monster which may be standing there (this isthe only way to attack a friendly creature hand-to- hand). If there isno creature there, you will attempt to disarm any trap in the targetsquare. If there is apparently nothing there you will still attack it,just in case there's something invisible lurking around. (There is.)## Word missing?
When you are in a shop, you are given a list of the shopkeeper'sstock from which to choose. Unfortunately the shopkeepers all havean enterprise bargaining agreement with the dungeon teamsters unionwhich prevents them using non-union labour to obtain stock, so youcan't sell anything in a shop (but what shopkeeper would buy goodsfrom a disreputable adventurer like you, anyway?) In shops you haveaccess to the shop's inventory and to your list of already discovereditems. You can purchase items by pressing the letter of each item in theshop menu; by pressing 'v' and then the letter, you can get informationabout the item you are considering purchasing.
When you are in a shop, you are given a list of the shopkeeper's stockfrom which to choose goods. Unfortunately the shopkeepers all have anenterprise 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 really buy goods from adisreputable adventurer like you, anyway?) In shops you have access toyour inventory and to your list of already discovered items. You canpurchase items by pressing the letter of each item in the shop menu; bypressing 'v' and then the letter, you can get information about the itemyou are considering purchasing.
Crawl has an extensive automated travel system: pressing Ctrl-Glets you chose any dungeon level; the game will then take theshortest path to reach this destination. You can also use autotravelon the level map ('X'): move the cursor to the place where you wantto go and hit Enter. There are several shortcuts when choosingdestinations: try '<' and '>' to quickly reach the staircases. Whenyour autotravel gets interrupted, Crawl will remember the previousdestination. Hitting Ctrl-G again and following with Enter putsthe cursor on that square. See Appendix 4 for all commands andshortcuts in level-map mode.
Crawl has an extensive automated travel system: pressing Ctrl-G lets youchose any dungeon level; the game will then take the shortest path toreach this destination. You can also use autotravel on the level map('X'): 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 previousdestination. Hitting Ctrl-G again and following with Enter puts thecursor on that square. See Appendix 4 for all commands and shortcuts inlevel-map mode.
move to the nearest unexplored area. This can be dangerous - do notuse it when known hostiles are around! Also note that this algorithmis not optimal: by manual exploration you can save turns, butauto-explore will usually save real time.
move to the nearest unexplored area. This can be dangerous - do not useit when known hostiles are around! Also note that this algorithm is notoptimal: by manual exploration you can save turns, but auto-explore willusually save real time.If you like the use of automated exploration, take note of the optionsetting 'greedy_explore = true' in the init file. This will cause Crawlto run to and pick up all items seen which are on the autopickup list.It also makes the character go to piles of items, in order to check thecontents.
Since you can only carry 52 items, you will occassionally want tosafely stash things away (by dropping them with the 'd' command).When you want to search for something in your stashes, you can dothis with the Find command (Ctrl-F). The parser even accepts regularexpressions, although you will mostly just need strings like'mutation', 'heal wounds' etc. You will be presented with a listof all places where objects matching the search are (or have been)located; you can then travel there or examine the pile. The Findcommand will also search in shop inventories. Furthermore, you cansearch for skills like 'long blades' (this will find all weaponsthat train the long blades skill) or general terms like 'artefact'.
Since you can only carry 52 items, you will occassionally want to safelystash things away (by dropping them with the 'd' command). When you wantto search for something in your stashes, you can do this with the Findcommand (Ctrl-F). The parser even accepts regular expressions, althoughyou will mostly just need strings like 'mutation', 'heal wounds' etc.You will be presented with a list of all places where objects matchingthe search are (or have been) located; you can then travel there orexamine the pile. The Find command will also search in shop inventories.Furthermore, you can search skills like 'long blades' (this will findall weapons training the long blades skill) or general terms like'shop', 'altar', 'portal', 'artefact'.
The above assumes that you use the default option 'stash_tracking= all'. If for some reasons (e.g. to speed up performance) the valuehas been changed, you can press Ctrl-S to tell Crawl that a givensquare is considered a stash. Ctrl-E will manually erase stashes.
The above assumes that use of the default option 'stash_tracking = all'.If for some reasons (e.g. to speed up performance) the value has beenchanged, you can press Ctrl-S to tell Crawl that a given square isconsidered a stash. Ctrl-E will manually erase stashes.
beneath the world's surface. The Orb is an ancient and incrediblypowerful artifact, and the legends promise great things for anyonebrave enough to extract it from the fearsome Dungeon. Some say itwill grant immortality or even godhood to the one who carries itinto the sunlight; many undead creatures seek it in the hope thatit will restore them to life. But then, some people will believeanything. Good luck!
beneath the world's surface. The Orb is an ancient and incrediblypowerful artifact, and the legends promise great things for anyone braveenough to extract it from the fearsome Dungeon. Some say it will grantimmortality 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 tolife. But then, some people will believe anything. Good luck!
To access Crawl's help menu, press '?'. To get the list of allcommands, press '?' again. A different, more verbose descriptionof the commands also appears in Appendix 4 of this text. Variousother help texts are available as well, including this manual. Youcan also read your character's logbook from there by pressing ':'.Note that both level map mode and targeting interface have theirown help screens; again, press '?'.
To access Crawl's help menu, press '?'. To get the list of all commands,press '?' again. A different, more verbose description of the commandsalso appears in Appendix 4 of this text. Various other help texts areavailable as well, including this manual. You can also read the logbookfrom there by pressing ':'. Note that both level map mode and targetinginterface have their own help screens; again, press '?'.
If you don't like the standard keyset (either because some keys donot work properly, or because you want to decrease the amount oftyping necessary), you can use keymaps and macros. See macro.txtin the Docs directory, or read it from the in-game help menu.
If you don't like the standard keyset (either because some keys do notwork properly, or because you want to decrease the amount of typingnecessary), you can use keymaps and macros. See macro.txt in the Docsdirectory, or read it from the in-game help menu.
When you kill monsters, you gain experience points (XP). You receivehalf normal experience for monsters killed by friendly creatures.When you get enough XP, you gain an experience level, making yourcharacter more powerful. As they gain levels, characters gain morehit points, magic points, and spell levels.
When you kill monsters, you gain experience points (XP). You receivehalf normal experience for monsters killed by friendly creatures. Whenyou get enough XP, you gain an experience level, making your charactermore powerful. As they gain levels, characters gain more hit points,magic points, and spell levels.
Additionally, the experience you gain goes into your experiencepool. This pool of points is used up whenever you practice a skill.These skills represent proficiency with all areas of endeavour anambitious adventurer might need in the dungeons. They range fromdifferent weapon skills (both for close and ranged combat) to manymagical skills and several additional activities like Dodging orStabbing. See Appendix 3 for a detailed description of all skillspresent in Crawl. The ease with which a character learns a skilldepends solely on race. These aptitudes are hinted at in the listof species (see Appendix 1).
Additionally, the experience you gain goes into your experience pool.This pool of points is used up whenever you practice a skill. Theseskills represent proficiency with all areas of endeavour an ambitiousadventurer might need in the dungeons. They range from different weaponskills (both for close and ranged combat) to many magical skills andseveral additional activities like Dodging or Stabbing. See Appendix 3for a detailed description of all skills present in Crawl. The easewith which a character learns a skill depends solely on race. Theseaptitudes are hinted at in the list of species (see Appendix 1). For thecurious, the full table can be checked in aptitudes.txt (also from thehelp game during play). It is not necessary to bother with the numbersin order to win!
You can see your character's skills by pressing the 'm' key; thehigher the level of a skill, the better you are at it. Every timeyour character gains experience points, those points become availableto increase skills. You convert experience points into skill levelsby practising the skill in question (e.g. fight with a certaintype of weapon, cast a certain type of spell, or walk around wearinglight armour to practise stealth). The amount of unassigned experiencepoints is shown next to your experience total on the main screenas well as on the skills screen, and the number in blue next toeach skill counts up from 0% to 100% as you get closer to gaininga level in that skill.
You can see your character's skills by pressing the 'm' key; the higherthe level of a skill, the better you are at it. Every time yourcharacter gains experience points, those points become available toincrease skills. You convert experience points into skill levels bypractising the skill in question (e.g. fight with a certain type ofweapon, cast a certain type of spell, or walk around wearing lightarmour to practise stealth). The amount of unassigned experience pointsis shown next to your experience total on the main screen as well as onthe skills screen, and the number in blue next to each skill counts upfrom 0% to 100% as you get closer to gaining a level in that skill.
You can elect not to practise a particular skill by selecting itin the skill screen (making it turn dark grey). This means that youwill be less likely to increase that skill when you practise it(and will also not spend as many experience points on it). This canbe useful for skills like stealth which use up points whenever youmove. It can also be used on a specific weapon skill if you wantto spend more points on Fighting, and similarly with magic skillsand Spellcasting.
You can elect not to practise a particular skill by selecting it in theskill screen (making it turn dark grey). This means that you will beless likely to increase that skill when you practise it (and will alsonot spend as many experience points on it). This can be useful forskills like stealth which use up points whenever you move. It can alsobe used on a specific weapon skill if you want to spend more points onFighting, and similarly with magic skills and Spellcasting. You won'tlose any experience by deselecting skills, but you will rather spend itelsewhere. It can happen that the pool grows rather large in this way;the maximum is 20000 experience points.
Occasionally you fill a manual of a skill which allows to make quickprogress in this area. Whenever you read it, all free experienceis transferred into exercising this particular skill. This can bedone until the manual crumbles, which will occur after a randomnumber of uses.
Occasionally you find a manual of a skill which allows to make quickprogress in this area. Whenever you read it, all free experience istransferred into exercising this particular skill. This can be doneuntil the manual crumbles, which will occur after a random number ofuses.
In the caverns of Crawl, you will find a great variety of creatures,most of which are displayed by capital or small letters of thealphabet. Many of them would very much like to eat you. To stopthem from doing this, you will generally need to fight them. Toattack a monster, stand next to it and move in its direction; thismakes you attack it with your wielded weapon. Of course, somemonsters are just too nasty to beat, and you will find that discretionis often the better part of valour.
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 from doingthis, you will generally need to fight them. To attack a monster, standnext to it and move in its direction; this makes you attack it with yourwielded weapon. Of course, some monsters are just too nasty to beat, andyou will find that discretion is often the better part of valour.
monsters. Hunters and similarly oriented characters will preferranged combat to mindless bashing. When wielding some launcher, the'f' command will fire appropriate missiles. See the section onTargeting in the Items Chapter for more on this. Likewise, manymagicians will prefer to use spells from a safe distance. They canuse 'Z' to cast spells previously memorised. Again, see the Targetingsection.
monsters. Hunters and similarly oriented characters will prefer rangedcombat to mindless bashing. When wielding some launcher, the 'f' commandwill fire appropriate missiles. See the section on Targeting in theItems Chapter for more on this. Likewise, many magicians will prefer touse spells from a safe distance. They can use the 'Z' command to castspells previously memorised. Again, see the Targeting section.
Some monsters can be friendly; friendly monsters will follow youaround and fight on your behalf (you gain half the normal experiencepoints for any kills they make). You can command your allies usingthe '!' key, which lets you either shout to attract them or tellthem who to attack. You can also shout to get the attention of allsleeping monsters in range if, for some reason, you wanted to dothat.
Some monsters can be friendly; friendly monsters will follow you aroundand fight on your behalf (you gain half the normal experience points forany 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.You can also shout to get the attention of all sleeping monsters inrange if, for some reason, you wanted to do that.
Some special monsters are Uniques. You can identify a unique becausehe or she will have a name and personality. Many of these come upwith very nasty ideas how to rid the dungeon of you. Treat themvery carefully, particularly if you meet a unique for the firsttime.
Some special monsters are Uniques. You can identify a unique because heor she will have a name and personality. Many of these come up with verynasty ideas how to rid the dungeon of you. Treat them very carefully,particularly if you meet a unique for the first time.
something of interest) to really dreadful ones. Be alert wheneverseeing such a statue. The best method to destroy statues is by usingwands of disintegration; you can also bash one into pieces by bruteforce, however.
something of interest) to really dreadful ones. Be alert whenever seeingsuch a statue. The best method to destroy statues is by using wands ofdisintegration; you can also bash one into pieces by brute force,however.
When playing Crawl, you will undoubtedly want to develop a feelingfor the different monster types. For example, some monsters leaveedible corpses, others don't, and still others so sometimes. Guidedby intuition, you will soon figure out which monsters make the bestmeals. Likewise, ranged or magic attackers will prove a differentkind of threat from closed combateers. Learn from past deaths andremember which monsters pose the most problems. Try to treat problemopponents with different measures in future encounters.
When playing Crawl, you will undoubtedly want to develop a feeling forthe different monster types. For example, some monsters leave ediblecorpses, others don't, and still others do so sometimes. Guided byintuition, you will soon figure out which monsters make the best meals.Likewise, ranged or magic attackers will prove a different kind ofthreat from closed combateers. Learn from past deaths and remember whichmonsters pose the most problems. Try to treat problem opponents withdifferent measures in future encounters.
In the dungeons of Crawl there are many different kinds of normaland magical artifacts to be found and used. Some of them are useful,some are nasty, and some give great power, but at a price. Someitems are unique; these have interesting properties which can makeyour life rather bizarre for a while. They all fall into severalclasses of items, each of which is used in a different way. Hereis a general list of what you might find in the course of youradventures, how these are displayed, and what commands there areto use them:
In the dungeons of Crawl there are many different kinds of normal andmagical artifacts to be found and used. Some of them are useful, someare nasty, and some give great power, but at a price. Some items areunique; these have interesting properties which can make your liferather 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 whatyou might find in the course of your adventures, how these aredisplayed, and what commands there are to use them:
You pick items up with the 'g'et or ',' (comma) command and dropthem with the 'd'rop command. When you are given a prompt like "dropwhich item?", if you type a number before the letter of the item,you will drop that quantity of the item. (similarly when pickingup). Note that picking up items from one square takes exactly oneturn. You can drop multiple items by pressing 'd' and then '@';dropping several items in one go takes _more_ turns, so be carefulhere.
You pick items up with the 'g'et or ',' (comma) command and drop themwith the 'd'rop command. When you are given a prompt like "drop whichitem?", if you type a number before the letter of the item, you willdrop that quantity of the item (similarly when picking up). Note thatpicking up items from one square takes exactly one turn. However,dropping several items at once takes more turns.
Typing 'i' displays your inventory (what you are carrying). Whenyou are given a prompt like "Throw [or wield, wear, etc] whichitem?", you usually get a list of all available options (thisbehaviour can be changed with the auto_list option). You can press'*' in case you want to wield something unusual. When the inventoryscreen shows "-more-", to show you that there is another page ofitems, you can type the letter of the item you want, even if it isnot visible, instead of pressing Space or Enter to see the nextpage.
Typing 'i' displays your inventory (what you are carrying). When youare given a prompt like "Throw [or wield, wear, etc] which item?", youusually get a list of all available options (this behaviour can bechanged with the auto_list option). You can press '*' in case you wantto wield something unusual. When the inventory screen shows "-more-",to show you that there is another page of items, you can type the letterof the item you want, even if it is not visible, instead of pressingSpace or Enter to see the next page.
You can carry at most 52 items at once, and the total weight isbounded by your carrying capacity. Both of these are printed at thetop of the inventory screen.
You can carry at most 52 items at once, and the total weight is boundedby your carrying capacity. Both of these are printed at the top of theinventory screen.
You can use the adjust command (the '=' key) to change the lettersto which your possessions are assigned. This command can be usedto change spell letters, too.
You can use the adjust command (the '=' key) to change the letters towhich your possessions are assigned. This command can be used to changespell letters, too.
disadvantage: a weapon or armour may be damaged or negativelyenchanted, while rings can have all manner of unpleasant effects onyou. If you are lucky, you might find magic which can rid you ofcursedness for welded items.
disadvantage: a weapon or armour may be damaged or negatively enchanted,while rings can have all manner of unpleasant effects on you. If you arelucky, you might find magic which can rid you of cursedness for weldeditems.
may be yellow, in another game they might all be purple and bubbly.Once you have discovered the function of such an item, you willremember it for the rest of the current game. You can access your item
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 rememberit for the rest of the current game. You can access your item
The 'v' key, which gives you a description of what an item does,is very useful. Try this when comparing different types of armoursand weapons, but don't expect too much information from examiningunidentified items.
The 'v' key, which gives you a description of what an item does, is veryuseful. Try this when comparing different types of armours and weapons,but don't expect too much information from examining unidentified items.
with a comment. You can also inscribe commands; in particularinscribing '=k' will cause the item to be completely ignored fromthen on (it can only be picked up if all items on that square havethe '=k' mark). An item with '@w9' can be wielded with the command'w9', regardless of its actual item slot (here 'w'ield could bereplaced by any sensible command key, using '*' signifies all keysat once; and any digit could be substituted for '9'). An item with'!w' demands confirmation before wielding. For more on this, andespecially auto-inscription, see crawl-options.txt.
with a comment. You can also inscribe commands; in particular inscribing'=k' will cause the item to be completely ignored from then on (it canonly be picked up if all items on that square have the '=k' mark). Anitem with '@w9' can be wielded with the command 'w9', regardless of itsactual item slot (here 'w'ield could be replaced by any sensible commandkey, using '*' signifies all keys at once; and '9' could be substitutedby any digit). An item with '!w' demands confirmation before wielding.For more on this, especially auto-inscription, see crawl-options.txt.
These are rather important. You will find a variety of weapons inthe dungeon, ranging from small and quick daggers to huge, cumbersomebattleaxes and pole-arms. Each type of weapon does a differentamount of damage, has a different chance of hitting its target, andtakes a different amount of time to swing. There are several weaponskills (press 'm' to show a list of those that you are training)like Short Blades, Long Blades, Axes, Unarmed Combat etc. Theseskills affect damage, accuracy, and speed.
These are rather important. You will find a variety of weapons in thedungeon, ranging from small and quick daggers to huge, cumbersomebattleaxes and pole-arms. Each type of weapon does a different amountof damage, has a different chance of hitting its target, and takes adifferent amount of time to swing. There are several weapon skills(press 'm' to show a list of those that you are training) like ShortBlades, Long Blades, Axes, Unarmed Combat etc. These skills affectdamage, accuracy, and speed.
version. The first number is the enchantment to-hit, which affectsthe weapon's accuracy, and the second is its damage enchantment;weapons which are not enchanted are simply '+0'. Some weapons alsohave special magical effects which make them very effective incertain situations. Some types of hand weapons (especially daggers,spears and hand axes) are quite effective when thrown.
version. The first number is the enchantment to-hit, which affects theweapon's accuracy, and the second is its damage enchantment; weaponswhich are not enchanted are simply '+0'. Some weapons also have specialmagical 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 quickaction. If for some reason you want to go bare-handed, type 'w'followed by a hyphen ('-'). Note that weapons are not the onlyclass of item which you can wield.
You can wield weapons with the 'w' command, which is a very quickaction. If for some reason you want to go bare-handed, type 'w'followed by a hyphen ('-'). Note that weapons are not the only classof item which you can wield.
The ' (apostrophe) key is a shortcut which automatically wieldsitem a. If item a is being wielded, ' causes you to wield item b
The ' (apostrophe) key is a shortcut which automatically wields itemin slot a. If item a is being wielded, ' causes you to wield item b
If you would rather pick off monsters from a safe distance, youwill need ammunition for your sling, bow, or other appropriatelauncher. Darts are effective when simply thrown; other kinds ofammunition require you to wield an appropriate device to inflictworthwhile damage. Ammunition has only one "plus" value, whichaffects both accuracy and damage. If you have ammunition suitablefor what you are wielding, the 'f' command will choose the firstlot in your inventory, or you can use the 't' command to throwanything. If you are using the right kind of hand weapon, you will"shoot" the ammunition, otherwise you "throw" it. At times it alsosensible to throw weapons like spears, daggers, or hand axes.
If you would rather pick off monsters from a safe distance, you willneed ammunition for your sling, bow, or other appropriate launcher.Darts are effective when simply thrown; other kinds of ammunitionrequire you to wield an appropriate device to inflict worthwhile damage.Ammunition has only one "plus" value, which affects both accuracy anddamage. If you have ammunition suitable for what you are wielding, the'f' command will choose the first lot in your inventory, or you can usethe 't' command to throw anything. If you are using the right kind ofhand weapon, you will "shoot" the ammunition, otherwise you "throw" it.At times it also sensible to throw weapons like spears, daggers, orhand axes.
When throwing something, you are asked for a direction. There are several waysto tell Crawl which monster to target:- Typing Shift-direction on your keypad fires straight away in that direction.- Pressing 'p', 't' or 'f' fires at the previous target (if still possible).- Pressing '+' or '=' cycles between hostile monsters, starting from the oneclosest to you and proceeding to monster farther away; '-' cycles backwards.Press '.' (period) or Del or Enter or Space to fire at the target. If youpress '!', you also fire, but the spell/missile will stop at the target'ssquare if it misses. This is the only way to attack submerged creatures.Use Ctrl-F to change which monsters are cycled: hostiles, friends, all.- Any direction key will move the cursor; press one of '.', Del, Enter, Space,'!' as above if you have selected your target. It is possible to target emptyspaces, if you want (this can become useful for spells).- Simply pressing '.' or Del or Enter at the prompt causes you to targetyourself. This can be useful when zapping certain wands (see below). If theaction looks more like an accident, you will be asked for confirmation.
When throwing something, you are asked for a direction. There areseveral ways to tell Crawl which monster to target:- Typing Shift-direction on your keypad fires straight away in thatdirection.- Pressing 'p', 't' or 'f' fires at the previous target (if it is stillalive and in sight).- Pressing '+' or '=' cycles between hostile monsters, starting fromthe one closest to you and proceeding to monster farther away; '-'cycles backwards.Press '.' (period) or Del or Enter or Space to fire at the target. Ifyou press '!', you also fire, but the spell/missile will stop at thetarget's square if it misses. This is the only way to attacksubmerged creatures.Ctrl-F changes which monsters are cycled: hostiles, friends, all.- Any direction key will move the cursor; press one of '.', Del, Enter,Space, '!' as above if you have selected your target. It is possibleto target empty spaces this way, if you want (this can become usefulfor spells).- Simply pressing '.' or Del or Enter at the prompt causes you totarget yourself. This can be useful when zapping certain wands (seebelow). If the action looks more like an accident, you will be askedfor confirmation.
injures you. Unfortunately, the heavier types of armour also hamperyour movement, making it easier for monsters to hit you (i.e.reducing your evasion score) and making it harder for you to hitmonsters. These effects can be mitigated by a high Armour skill.Wearing heavy armour also increases your chances of miscastingspells, an effect which is not reduced by your Armour skill.
injures you. Unfortunately, the heavier types of armour also hamper yourmelee speed, making it easier for monsters to hit you (i.e. reducing theevasion score) and making it harder for you to hit monsters. Theseeffects can be mitigated by a high Armour skill. Wearing heavy armouralso increases your chances of miscasting spells, an effect which is notreduced by your Armour skill.
A Shield normally affects neither your AC or your evasion, but itlets you block some of the attacks aimed at you and absorbs someof the damage you would otherwise receive from things like dragonbreath and lightning bolts. Wearing a shield (especially a largeshield) makes you less effective in hand combat. Shields are moreeffective when you're fighting a small number of foes than whenyou're surrounded. There are three types: bucklers, shields, andlarge shields. While it is possible to use bows (or other launchers)and rods while wearing a shield, you will be much less effective.
A Shield normally affects neither your AC or your evasion, but it letsyou block some of the attacks aimed at you and absorbs some of thedamage you would otherwise receive from things like dragon breath andlightning bolts. Wearing a shield (especially a large shield) makes youless effective in hand combat. Shields are more effective when you'refighting a small number of foes than when you're surrounded. There arethree types: bucklers, shields, and large shields. While it is possibleto use bows (or other launchers) and rods while wearing a shield, youwill be much less effective.
You can wear armour with the 'W' command, and take it off with the'T' command. With '[' you can have a quick look at your currentgear.
You can wear armour with the 'W' command, and take it off with the 'T'command. With '[' you can have a quick look at your current gear.
Food is extremely important. You can find many different kinds offood in the dungeon. If you don't eat when you get hungry, you will
Food is extremely important. You can find many different kinds of foodin the dungeon. If you don't eat when you get hungry, you will
spells, and using some magical items will make you hungry. When youare starving, you fight less effectively as well. You can eat foodwith the 'e' command.
spells, and using some magical items will make you hungry. When you arestarving, you fight less effectively as well. You can eat food with the'e' command.
You may wish to dine on the corpses of your casualties (unless youare a Spriggan - these despise meat). Despite the fact that corpsesare represented by the same '%' sign as food, you can't eat themwithout first cutting them into pieces with the 'D' command. Beingextremely hungry helps you choke down the raw flesh. Even then, youshould choose your homemade food with great care. In order to dissecta corpse with the 'D' command, you need to have a proper tool (likea knife or short sword). Cutting off the least bad parts will takesome turns and produce a number of 'chunks' eventually. These canthen be eaten with 'e' command as above. Crawl will automaticallyswitch to an uncursed butchering tool when you type 'D', and itwill also switch back to your previous weapon as long as you didn'tget interrupted.
You may wish to dine on the corpses of your casualties (unless you area Spriggan - these despise meat). Despite the fact that corpses arerepresented by the same '%' sign as food, you can't eat them withoutfirst cutting them into pieces with the 'D' command. Being extremelyhungry helps you choke down the raw flesh. Even then, you should chooseyour homemade food with great care. In order to dissect a corpse withthe 'D' command, you need to have a proper tool (like a knife or shortsword). Cutting off the least bad parts will take some turns and producea number of 'chunks' eventually. These can be eaten with 'e' commandas above. Crawl will automatically switch to an uncursed butchering toolwhen you type 'D', and it will also switch back to your previous weaponas long as you didn't get interrupted.
Some classes are less restricted about selfmade food: Trolls canuse their claws, so do not need a cutting device. Also Trolls, Orcs,Ogres, and Kobolds care less (in different degrees) about the qualityof the corpse. Ogres and Trolls are happy to have corpse-snacksanytime. This does not apply to Ogre Mages, as that race separateditself from the brutish traits of their distant relatives.
Some classes are less restricted about selfmade food: Trolls can usetheir claws, so do not need a cutting device. Also Trolls, Orcs, Ogres,and Kobolds care less (in different degrees) about the quality of thecorpse. Ogres and Trolls are happy to have corpse-snacks anytime. Thisdoes not apply to Ogre Mages, as that race separated itself from thebrutish traits of their distant relatives.
Scrolls have many different magical spells enscribed on them, somegood and some bad. One of the most useful scrolls is the scroll ofIdentify, which will tell you the function of any item you have inyour inventory; save these up for the more powerful and inscrutablemagic items, like rings. You can read scrolls (and by doing soinvoke their magic) with the 'r' command.
Scrolls have many different magical spells enscribed on them, some goodand 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, likerings. You can read scrolls (and by doing so invoke their magic) withthe 'r' command.
While scrolls tend to affect your equipment or your environment,most potions affect your character in some way. The most commontype is the simple healing potion, which restores some hit pointsand cures many ailments, but there are many other varieties ofpotions to be found. Potions can be quaffed (drunk) with the 'q'command. Try to avoid drinking poisonous potions! By the way, youcan also drink from fountains you encounter in the dungeon.
While scrolls tend to affect your equipment or your environment, mostpotions affect your character in some way. The most common type is thesimple healing potion, which restores some hit points and cures manyailments, but there are many other varieties of potions to be found.Potions can be quaffed (drunk) with the 'q' command. Try to avoiddrinking poisonous potions! By the way, you can also drink from thefountains you encounter in the dungeon.
Sometimes you will be lucky enough to find a stick which containsstored magical energies. Wands each have a certain amount of charges,and a wand will cease to function when its charges run out. Youmust identify a wand to find out how many uses it has left. Wandsare aimed in the same way as missile weapons, and you can invokethe power of a wand by 'z'apping it. There are a number of beneficialwands like hasting which can be sensibly targeted at yourself.
Sometimes you will be lucky enough to find a stick which contains storedmagical energies. Wands each have a certain amount of charges, and awand will cease to function when its charges run out. You must identifya wand to find out how many uses it has left. This can be done with ascroll of identify; characters with a good Evocations skill may alsodeduce the number of charges simply upon zapping the wand. Wands areaimed in the same way as missile weapons, and you can invoke the power ofa wand by 'z'apping it. There are a number of beneficial wands likehasting which can be sensibly targeted at yourself.
Magical rings are among the most useful of the items you will findin the dungeon, but can also be some of the most hazardous. Theytransfer various magical abilities onto their wearer, but powerfulrings like rings of regeneration or invisibility make you hungervery quickly when they are activated. Use the 'P' command to puton rings, and 'R' to remove them. You can wear up to two ringssimultaneously, one on each hand; which hand you put a ring on isimmaterial to its function. If you try to put on a ring while bothring fingers are full, you will be asked which one to remove. Somerings function automatically, while others require activation (the'a' command).
Magical rings are among the most useful of the items you will find inthe dungeon, but can also be some of the most hazardous. They transfervarious magical abilities onto their wearer, but powerful rings likerings of regeneration or invisibility make you hunger very quickly whenthey are activated. Use the 'P' command to put on rings, and 'R' toremove them. You can wear up to two rings simultaneously, one on eachhand; which hand you put a ring on is immaterial to its function. Ifyou try to put on a ring while both ring fingers are full, you will beasked which one to remove. Some rings function automatically, whileothers require activation (the 'a' command).
\ Staves:---------There are a number of types of magical staves. Some enhance yourgeneral spellcasting ability, while some greatly increase the powerof a certain class of spells (and possibly reduce your effectivenesswith others).
\| Staves:----------There are a number of types of magical staves. Some enhance your generalspellcasting ability, while some greatly increase the power of a certainclass of spells (and possibly reduce your effectiveness with others).
Some are spell staves (called 'rods' in the game), and hold spellswhich you can cast without having to memorise them first and withoutconsuming food. You must wield a rod like a weapon in order to gainfrom its power, and magical staves are as effective as +0 quarterstavesin combat. Rods can be invoked with the 'E' command while you arewielding them. They have a pool of magical energy which regeneratesrather quickly when you are wielding it (drawing from your ownMagic), or at a much slower rate when it just sits in your backpack.
Some are spell staves (called 'rods' in the game), and hold spells whichyou can cast without having to memorise them first and without consumingfood. You must wield a rod like a weapon in order to gain from itspower, and magical staves are as effective as +0 quarterstaves incombat. Rods can be invoked with the 'E' command while you are wieldingthem. They have a pool of magical energy which regenerates ratherquickly when you are wielding it (drawing from your own Magic), or at amuch slower rate when it just sits in your backpack.
+ Books:--------Most books contain magical spells which your character may be ableto learn. You can read a book with the 'r' command, which lets youaccess a description of each spell, or memorise spells from it withthe 'M' command. Use 'Z' to cast previously memorised spells. Forspells demanding a target, the comments on using missile weaponsapply.
+: Books:---------Most books contain magical spells which your character may be able tolearn. You can read a book with the 'r' command, which lets you accessa description of each spell, or memorise spells from it with the 'M'command. Use 'Z' to cast previously memorised spells. For spellsdemanding a target, the comments on using missile weapons apply.
Some books have other special effects, and powerful spellbooks havebeen known to punish the attentions of incompetent magicians.Occasionally you will find manuals of some skill. Reading thesewill cause your free experience to go straight into that skill.
Some books have other special effects, and powerful spellbooks have beenknown to punish the attentions of incompetent magicians. Occasionallyyou will find manuals of some skill. Reading these will cause your freeexperience to go straight into that skill.
These are items which don't fall into any other category. You canuse many of them by wielding and 'E'voking them. You can also usesome other special items (such as some weapons) by invoking themin this way. Runes, a particular item in this category, have nofunction whatsoever except to open the endgame. You must collectat least three in order to enter the Realm of Zot.
These are items which don't fall into any other category. You can usemany of them by wielding and 'E'voking them. You can also use some otherspecial items (such as some weapons) by invoking them in this way.Runes, a particular item in this category, have no function whatsoeverexcept to open the endgame. You must collect at least three in order toenter the Realm of Zot.
Some items have been crafted by members of a gifted race, and havespecial properties. In addition, items made by a specific race workbetter in the hands of people of that race.
Some items have been crafted by members of a gifted race, and havespecial properties.
Orcish (cross)bows are particularly effective with orcish arrows/bolts.In general, Orcs do better with gear from their own kin.
Orcish (cross)bows do a bit more damage with orcish arrows/bolts. Ingeneral, Orcs do better with gear from their own kin; this applies toweapons, as well as to armours.
Elven armour is unusually light, and does not affect the dodgingor stealth of its wearer to the extent that other armours do. Elvencloaks and boots are particularly useful to those who wish to bestealthy, and elven bows are particularly effective in conjunctionwith elven arrows.
Elven armour is unusually light, and does not affect the dodging orstealth of its wearer to the extent that other armours do. It also isless restrictive for spellcasting than other armours.Elven cloaks and boots are particularly useful to those who wish to bestealthy. Elven bows are particularly effective in conjunction withelven arrows. An Elf does even a bit better whenever using armour orweapons of his own kind.
Centaurs and Nagas have uniquely shaped bodies. With luck, however,a character of these species might find a Centaur or Naga barding.
Centaurs and Nagas have uniquely shaped bodies. With luck, however, acharacter of these species might find a Centaur or Naga barding.
Every character class can make use of magical spells, although thosewho enter the dungeon without magical skills must practise by reading
Every character class can make use of magical spells, although those whoenter the dungeon without magical skills must practise by reading
There are many skills related to magic, the principal one beingSpellcasting. This determines the number of Magic available andhigher Spellcasting helps at several places when spells are involved.Next there are several general areas (Conjuration, Enchantment,Summoning, Necromancy, Translocation, Transmigration, and Divination)as well as several elemental areas (Fire, Ice, Air, and Earth) and,finally, Poison. A particular spell can belong (and thus train) toup to three areas. Being good in the areas of a spell will improvethe casting chance and in many cases the effect as well.
There are many skills related to magic, the principal one beingSpellcasting. This determines the number of Magic available and higherSpellcasting helps at several places when spells are involved. Nextthere are several general areas (Conjuration, Enchantment, Summoning,Necromancy, Translocation, Transmigration, and Divination) as well asseveral elemental areas (Fire, Ice, Air, and Earth) and, finally,Poison. A particular spell can belong (and thus train) to up to threeareas. Being good in the areas of a spell will improve the castingchance and in many cases the effect as well.
dungeon. You can read books with 'r' to check what spells theycontain; doing so will allow you to read the individual spells'desriptions. In order to try to memorise a certain spell, use the'M' command. Memorising can take a while.
dungeon. You can read books with 'r' to check what spells they contain;doing so will allow you to read the individual spells' desriptions. Inorder to try to memorise a certain spell, use the 'M' command.Memorising can take a while and, for high-level spells, by hazardous.
required to use it and indicates how powerful it may be. You canonly memorise a certain number of levels of spells; type 'M' tofind out how many. When you gain experience levels or advance theSpellcasting skill, your maximum increases; you will need to saveup for several levels to memorise the more powerful spells. Whenyou cast a spell, you temporarily expend some of your magical energyas well as becoming hungrier (although more intelligent spellcastershunger less quickly from using magic).
required to use it and indicates how powerful it may be. You can onlymemorise a certain number of levels of spells; type 'M' to find out howmany. When you gain experience levels or advance the Spellcasting skill,your maximum increases; you will need to save up for several levels tomemorise the more powerful spells. When casting a spell, you temporarilyexpend some of your magical energy and you become hungrier (althoughmore intelligent spellcasters hunger less quickly from using magic).
dealing ones, require a target. This is done in the same way asthrowing projectiles: choose a target with the '+' or '-' keys orjust move the cursor there manually and press '.' (or Enter or Spaceor Del) to fire; or press Shift-direction to shoot straight awayin that direction. Press '?' for targeting help or see appendix 4for a list of all commands.
dealing ones, require a target. This is done in the same way asthrowing projectiles: choose a target with the '+' or '-' keys or justmove the cursor there manually and press '.' (or Enter or Space or Del)to fire; or press Shift-direction to shoot straight away in thatdirection. Press '?' for targeting help or see appendix 4 for a list ofall commands.
High level spells are difficult to cast, and you may miscast themevery once in a while (resulting in a waste of magic and possiblydangerous side-effects). Your chance of failing to cast a spellproperly depends on your skills, your intelligence, the level ofthe spell and whether you are wearing heavy armour. Failing tocast a spell exercises your spell skills, but not by as much ascasting it successfully.
High level spells are difficult to cast, and you may miscast them everyonce in a while (resulting in a waste of magic and possibly dangerousside-effects). Your chance of failing to cast a spell properly dependson your skills, your intelligence, the level of the spell and whetheryou are wearing heavy armour. Failing to cast a spell exercises yourspell skills, but not by as much as casting it successfully.
There is a completely different way to the use spells: via rods.These are magical staves holding a number of spells. Rods store acertain number of magic points, which are used for powering thespells they contain; when not fully charged, they regenerate magicpoints from their holder's pool (this happens much more quickly ifthe rod is wielded.) You can spend scrolls of recharging on rodsin order to increase the maximal size of their magical reservoir.The effectiveness of your rod's spells are gouverned by yourEvocations skill.
There is a completely different way to the use spells: via rods. Theseare magical staves holding a number of spells. Rods store a certainnumber of magic points, which are used for powering the spells theycontain; when not fully charged, they regenerate magic points from theirholder's pool (this happens much more quickly if the rod is wielded.)You can spend scrolls of recharging on rods in order to increase themaximal size of their magical reservoir. The effectiveness of your rod'sspells are gouverned by your Evocations skill.
Be careful of magic-using enemies! Some of them can use magic justas well as you, if not better, and often use it intelligently.
Be careful of magic-using enemies! Some of them can use magic just aswell as you, if not better, and often use it intelligently.
There are a number of Gods, Demons, and other assorted Powers whowill accept your character's worship, and sometimes give out favoursin exchange. You can use the '^' command to check the requirementsof whoever it is that you worship, and if you find religion to bean inconvenience you can always renounce your faith (use the 'a'command - but some Gods resent being scorned!).
There are a number of Gods, Demons, and other assorted Powers who willaccept your character's worship, and sometimes give out favours inexchange. You can use the '^' command to check the requirements ofwhoever it is that you worship, and if you find religion to be aninconvenience 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 whilepraying, you do in your God's name - this is how you dedicate yourkills or corpse-sacrifices ('D' command) to your God, for example.Note that not all gods like this. Praying also gives you a senseof what your God thinks of you, and can be used to sacrifice thingsat altars.
The 'p' command lets you pray to your God. Anything you do whilepraying, you do in your God's name - this is how you dedicate your killsor corpse-sacrifices ('D' command) to your God, for example. Note thatnot all gods like this. Praying also gives you a sense of what your Godthinks of you, and can be used to sacrifice things at altars.
To use any powers which your God deems you fit for, access theabilities menu with the 'a' command; God-given abilities are listedas invocations.
To use any powers which your God deems you fit for, access the abilitiesmenu with the 'a' command; God-given abilities are listed asinvocations.
Some classes start out religious; others have to pray at an altarto dedicate themselves to a life of servitude. There are altarsscattered all over the dungeon, and your character has heard rumoursof a special temple somewhere near the surface. At an altar, youcan read a description of that god's general attitude by pressing'p'. You will be asked afterwards if you really want to attend thiscircle.
Some classes start out religious; others have to pray at an altar todedicate themselves to a life of servitude. There are altars scatteredall over the dungeon, and your character has heard rumours of a specialtemple somewhere near the surface. At an altar, you can read adescription of that god's general attitude by pressing 'p'. You will beasked afterwards if you really want to attend this circle.
radiations in the Dungeon for that to be possible. If your characteris so affected by these that he or she undergoes physiologicalchange, you can use the 'A' command to see how much of a freakthey've become and the 'a' command to activate any mutations whichcan be controlled. Many mutations are actually beneficial to thecharacters, but there are plenty of nasty ones as well. Many mutationshave three levels, each of which counts as a single mutation. Somechanges to the primary attributes Strength, Intelligence, andDexterity (apart from those by levelling) are also handled asmutations - in particular, these are not necessarily permanent.
radiations in the Dungeon for that to be possible. If your character isso affected by these that he or she undergoes physiological change, youcan use the 'A' command to see how much of a freak they've become andthe 'a' command to activate any mutations which can be controlled. Manymutations are actually beneficial to the characters, but there areplenty of nasty ones as well. Many mutations have three levels, each ofwhich counts as a single mutation. Some changes to the primaryattributes Strength, Intelligence, and Dexterity (apart from those bylevelling) are also handled as mutations - in particular, these are notnecessarily permanent.
Invisibility, as your system absorbs too much magical energy - butyou would have to spend almost all of your time hasted or invisibleto be affected. However, some powerful items radiate dangerouslevels of magical energy. More often than not, the mutations causedby magical radiations express harmfully.
Invisibility, as your system absorbs too much magical energy - but youwould have to spend almost all of your time hasted or invisible to beaffected. However, some powerful items radiate dangerous levels ofmagical energy. More often than not, the mutations caused by magicalradiations express harmfully.
Furthermore, certain corpses are mutagenic, and there are trapswith mutation effects. There are some spells invoking mutations.
Furthermore, certain corpses are mutagenic, and there are traps withmutation effects. There are some spells invoking mutations.
special powers during their career; these are listed in red. Theyare permanent and can never be removed. If one of your Demonspawnpowers has been augmented by a mutation, it is displayed in a lighterred colour.
special powers during their career; these are listed in red. They arepermanent and can never be removed. If one of your Demonspawn powers hasbeen augmented by a mutation, it is displayed in a lighter red colour.
Many a race starts with some special intrinsic feats, like thegreater speed of Centaurs or Spriggans and the eating habits ofTrolls, Ogres, and others. These are often, but not always, likea preset mutation. In case such an innate feature gets amplifiedby an ordinary mutation, it is displayed in a light blue colour.
Many a race starts with some special intrinsic feats, like the greaterspeed of Centaurs or Spriggans and the eating habits of Trolls, Ogres,and others. These are often, but not always, like a preset mutation. Incase such an innate feature gets amplified by an ordinary mutation, itis displayed in a light blue colour.
Crawl supports redefining keys via key maps. This is useful whenyour keyboard layout makes some key awkward to use. You can alsodefine macros: these are command sequences which can make playinga great deal more convenient. Note that mapping 'a' to some otherkey will treat almost all pressings of 'a' in that new way (includingdropping and wielding etc.), so is not recommended. Macroing 'a'to some other key will only change the command key 'a'.
Crawl supports redefining keys via key maps. This is useful when yourkeyboard layout makes some key awkward to use. You can also definemacros: these are command sequences which can make playing a great dealmore convenient. Note that mapping 'a' to some other key will treatalmost all pressings of 'a' in that new way (including dropping andwielding etc.), so is not recommended. Macroing 'a' to some other keywill only change the command key 'a'.
You can set up key maps and macros in-game with the ~ key; thisalso allows for saving all current key bindings and macros.Alternatively, you can directly edit the macros.txt file. For moreinformation on both and for examples, see crawl_macros.txt.
You can set up key maps and macros in-game with the ~ key; this alsoallows for saving all current key bindings and macros. Alternatively,you can directly edit the macros.txt file. For more information on bothand for examples, see crawl_macros.txt.
crawl_options.txt. The options themselves are set in the file~/.crawlrc (for UNIX systems - copy over init.txt to ~/.crawlrc)or init.txt (for Windows).
crawl_options.txt. The options themselves are set in the file~/.crawlrc (for UNIX systems - copy over init.txt to ~/.crawlrc) orinit.txt (for Windows).
Several interface routines are outsourced to external Lua scripts.The standard distribution has them in the Lua directory. Have alook at the single scripts for short descriptions.
Several interface routines are outsourced to external Lua scripts. Thestandard distribution has them in the Lua directory. Have a look at thesingle scripts for short descriptions.
Generally, Crawl should run swiftly on all machines (it compilesout of the box for Linux, Windows, OS/X, and to some lesser extentDOS and Unix). If, for some reason, you find Crawl runs unacceptablyslowly on your machine, there are a few measures which may improvethe situation:
Generally, Crawl should run swiftly on all machines (it compiles out ofthe box for Linux, Windows, OS/X, and to some lesser extent DOS andUnix). If, for some reason, you find Crawl runs unacceptably slowly onyour machine, there are a few measures which may improve the situation:
Licence: Read Licence.txt for information about the Crawl licence (whichis practically identical to the Nethack GPL).
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 warrantyexpress 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 anyof the user's possessions.
Disclaimer: This software is provided as is, with absolutely nowarranty express or implied. Use of it is at the solerisk of the user. No liability is accepted for anydamage to the user or to any of the user's possessions.
If you'd like to discuss Crawl, the Usenet newsgrouprec.games.roguelike.misc is a good place to do so. Flag queries with-crawl- as other games are also discussed there. All topics related tothis game usually meet a warm response there, including tales ofvictories (going under 'YAVP', i.e. 'Yet Another Victory Post'),especially first victories (YAFVP) as well as sad stories of deceasedcharacters (being 'YAAD' or 'YASD', i.e. 'Yet Another Annoying/StupidDeath'). Some players, especially those on crawl.akrasiac.org, alsofrequent ##crawl on IRC's freenode network.
If you'd like to discuss Crawl, a good place to do so is the Usenetnewsgroup rec.games.roguelike.misc. Flag queries with -crawl- as othergames are also discussed there. All topics related to this game usuallymeet a warm response, including tales of victories (going under 'YAVP',i.e. 'Yet Another Victory Post'), especially first victories (YAFVP) aswell as sad stories of deceasedcharacters (being 'YAAD' or 'YASD', i.e.'Yet Another Annoying/Stupid Death'). Some players, especially those oncrawl.akrasiac.org, also frequent ##crawl on IRC's freenode network.
Use this page for direct links to downloads of the most recentversion. You can also submit bug reports and feature requests there.Be sure to make sure that your bug/feature isn't already in the list.For more complicated requests, it might be a good idea to discuss themin the newsgroup first.
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 tomake sure that your bug/feature isn't already in the list. For morecomplicated requests, it might be a good idea to discuss them in thenewsgroup first.
The history of Crawl is somewhat convoluted: Crawl was created in 1995by Linley Henzell. Linley based Crawl loosely on Angband and Nethack,
The history of Crawl is somewhat convoluted: Crawl was created in 1995by Linley Henzell. Linley based Crawl loosely on Angband and Nethack,
contained a lot of good ideas, but was nearly unplayable due tobalance issues. In the meantime, several patchers appeared, improvingCrawl's interface tremendously. Several of them formed a new devteam;reasoning that rebalancing 4.1.2 was a very difficult task, theydecided to fork Crawl 4.0 beta 26 and selectively include good ideasfrom 4.1.2 and other sources. This fork is Stone Soup, and is the gamethis manual describes. Stone Soup's release versions were restarted at0.1 to avoid confusion with the existing plethora of Crawl versions.
contained a lot of good ideas, but was nearly unplayable due to balanceissues. In the meantime, several patchers appeared, improving Crawl'sinterface tremendously. Several of them formed a new devteam; reasoningthat rebalancing 4.1.2 was a very difficult task, they decided to forkCrawl 4.0 beta 26 and selectively include good ideas from 4.1.2 andother sources. This fork is Stone Soup, and is the game this manualdescribes. Stone Soup's release versions were restarted at 0.1 to avoidconfusion with the existing plethora of Crawl versions.
You may ponder about the wisdom of certain design decisions ofCrawl. This section tries to explain some of them. It could alsobe of interest if you are used to other roguelikes and want a bitof background on the differences. In a nutshell, prime mainstaysof Crawl development are the following, most of which are explainedin more detail below. Note that almost of all of these date backto Linley's first versions.
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 interestif you are used to other roguelikes and want a bit of background on thedifferences. In a nutshell, prime mainstays of Crawl development are thefollowing, most of which are explained in more detail below. Note thatalmost of all of these date back to Linley's first versions.
o killing no-brainers (well, we try), in particular, no permanent intrinsicso replayability (using branches, extended endgames, different styles, and gods)
o killing no-brainers (well, we try), e.g. no permanent intrinsicso replayability (using branches, different styles, and gods)
scumming). These are activities that have low risk, take a lot oftime, and bring some reward. This is bad for a game's design becauseit encourages players to bore themselves. We try to avoid this!
scumming). These are activities that have low risk, take a lot of time,and bring some reward. This is bad for a game's design because itencourages players to bore themselves. We try to avoid this!
This explains why shops don't buy: otherwise players would hooverthe dungeon for items to sell. Of course, there are gods acceptingall kinds of sacrifices (and thus altar hoovering) but there aregenerally better ways to increase piety there. Another instance:there's no infinite commodity available: food, monster and itemgeneration is generally not enough to support infinite play. Notmessing with lighting also falls into this category: there mightbe a benefit to mood when players have to carry candles/torches,but we don't see any gameplay benefit as yet. The deep tacticalgameplay Crawl aims for necessitates permanent dungeon levels. Manya time characters have to choose between descending or battling.While caution is a virtue in Crawl, as it is in many other roguelikes,there are strong forces driving characters deeper.
This explains why shops don't buy: otherwise players would hoover thedungeon for items to sell. Of course, there are gods accepting all kindsof sacrifices (and thus altar hoovering) but there are generally betterways to increase piety there. Another instance: there's no infinitecommodity available: food, monster and item generation is generally notenough to support infinite play. Not messing with lighting also fallsinto this category: there might be a benefit to mood when players haveto carry candles/torches, but we don't see any gameplay benefit as yet.The deep tactical gameplay Crawl aims for necessitates permanent dungeonlevels. Many a time characters have to choose between descending orbattling. While caution is a virtue in Crawl, as it is in many otherroguelikes, there are strong forces driving characters deeper.
Another key feature is clarity: things ought to work in an intuitiveway. Crawl definitely is winnable without spoiler access (unlikesome other games). Concerning important but hidden details (i.e.facts subject to spoilers) our policy is this: the joy of discoveringsomething spoily is nice, once. (And disappears before it can startif you feel you need to/must read spoilers - a legitimate feeling.)The joy of dealing with ever-changing, unexpected, and challengingstrategic and tactical situations that arise out of transparentrules, on the other hand, is nice again and again.
Another key feature is clarity: things ought to work in an intuitiveway. Crawl definitely is winnable without spoiler access (unlike someother games). Concerning important but hidden details (i.e. factssubject to spoilers) our policy is this: the joy of discoveringsomething spoily is nice, once. (And disappears before it can start ifyou feel you need to/must read spoilers - a legitimate feeling.) The joyof dealing with ever-changing, unexpected, and challenging strategic andtactical situations that arise out of transparent rules, on the otherhand, is nice again and again.
The skills and aptitude system is one factor encouraging strategicplay. It also serves to clearly differentiate the many species,thus providing replayability, in particular since the class/racecombinations are by no means homogeneous in difficulty. Note thata rough idea about aptitudes is definitely enough to win, yet playerscan optimise here, as well. It can be said that race differentiationis still not finished - what sets the High and Grey Elves reallyapart? A weak spot of the current skill system is 'victory dancing',where characters spend experience accumulated in a big battle withstupid actions (like casting Magic Dart at the wall) in order toincrease specific skills.
The skills and aptitude system is one factor encouraging strategic play.It also serves to clearly differentiate the many species, thus providingreplayability, in particular since the class/race combinations are by nomeans homogeneous in difficulty. Note that a rough idea about aptitudesis definitely enough to win, yet players can optimise here, as well. Itcan be said that race differentiation is still not finished - what setsthe High and Grey Elves really apart? A weak spot of the current skillsystem is 'victory dancing', where characters spend the experienceaccumulated in a big battle with stupid actions (like casting Magic Dartat the wall) in order to increase specific skills.
Speaking about games in general, wherever there's a no-brainer,that means the development team put a lot of effort into providinga "choice" that's really not an interesting choice at all. Andthat's a horrible lost opportunity for fun. Examples for this arethe resistances: there are very few permanent sources, most involvea choice (like rings or specific armour) or are only semi-permanent(like mutations). Another example is the absence of clearcut bestitems, which comes from the fact that most artifacts are randomlygenerated. Furthermore, even fixed artifacts cannot be wished for,as scrolls of acquirement produce random items in general. Likewise,there are no sure-fire means of life saving (the closest equivalentare controlled blinks, and good religious standings for some deities).
Speaking about games in general, wherever there's a no-brainer, thatmeans the development team put a lot of effort into providing a "choice"that's really not an interesting choice at all. And that's a horriblelost opportunity for fun. Examples for this are the resistances: thereare very few permanent sources, most involve a choice (like rings orspecific armour) or are only semi-permanent (like mutations). Anotherexample is the absence of clearcut best items, which comes from the factthat most artifacts are randomly generated. Furthermore, even fixedartifacts cannot be wished for, as scrolls of acquirement produce randomitems in general. Likewise, there are no sure-fire means of life saving(the closest equivalent are controlled blinks, and good religiousstandings for some deities).
constructed with this in mind: even veteran players will find theHells exciting (which themselves are construed such that lifeendangering situations can always pop up - this tries to avoid thewalking tank phenomenon). Another strong point is the religoussystem, because Crawl allows you to choose gods in the game,regardless of class or race (and even to switch to other gods).
constructed with this in mind: even veteran players will find the Hellsexciting (which themselves are construed such that life endangeringsituations can always pop up - this tries to avoid the walking tankphenomenon). Another strong point is the religous system, because Crawlallows you to choose gods in the game, regardless of class or race (andeven to switch to other gods).
discover (melee oriented fighter, stabber, etc.). There have beeneven deliberate design choices that allow meta-styles: For example,Mummies do not need to eat and so are principally suited for ainfinite play. On the precise opposite end, players who prefer tobe rewarded for accepting a more severe "clock" can play Demigodswith their near-godly stats, or centaurs, with amazing missileskills and the speed to take advantage of them. Draconians, on theother hand, reveal their adult form (including aptitudes, andsometimes resistances) only at level 7. These are a deviation fromthe usual rule that after choosing a race, the complete future ofthat character lies in the hand of the player. Nearly every racein the game "offers" a style of its own like the above! Sadly,however, at present some do so far less than others.
discover (melee oriented fighter, stabber, etc.). There have been evendeliberate design choices that allow meta-styles: For example, Mummiesdo not need to eat and so are principally suited for a infinite play.On the precise opposite end, players who prefer to be rewarded foraccepting a more severe "food clock" can play Demigods with theirnear-godly stats, or centaurs, with amazing missile skills and the speedto take advantage of them. Draconians, on the other hand, reveal theiradult form (including aptitudes, and sometimes resistances) only atlevel 7. These are a deviation from the usual rule that after choosing arace, the complete future of that character lies in the hand of theplayer. Nearly every race in the game "offers" a style of its own likethe above! Sadly, however, at present some do so far less than others.
From time to time a discussion about Crawl's unfair OOD (out ofdepth) monsters turns up, like a dragon on the second dungeon level.These are not bugs! They serve as motivation, first of all: in manycases, such a situation can be survived somehow and the mental bondto the character will then surely grow. OOD monsters also help tokeep more experienced players on their toes. The same can be saidof uniques.
From time to time a discussion about Crawl's unfair OOD (out of depth)monsters turns up, like a dragon on the second dungeon level. These arenot bugs! They serve as motivation, first of all: in many cases, such asituation can be survived somehow and the mental bond to the characterwill then surely grow. OOD monsters also help to keep more experiencedplayers on their toes. The same can be said of uniques.
Finally, the interface of Crawl is designed to be understood at aglance and to support gameplay as far as possible. In particular,it should make tedious activities (like making notes of importantstashed items, or doing long travels) less tedious. This is howinterlevel travel, autoexplore, the stash tracker, the dump file,inscriptions, and macros got into the game.
Finally, the interface of Crawl is designed to be understood at a glanceand to support gameplay as far as possible. In particular, it shouldmake tedious activities (like making notes of important stashed items,or doing long travels) less tedious. This is how interlevel travel,autoexplore, the stash tracker, the dump file, inscriptions, and macrosgot into the game.
Due to their fey natures, all elves are good at using enchantmentsand air elemental magic and most are poor at invoking the powersof earth and death (necromancy).
Due to their fey natures, all elves are good at using enchantments andair elemental magic and most are poor at invoking the powers of earthand death (necromancy).
Those of the most common strain are referred to simply as elves or, whenthey're not listening, common elves. Common elves have good intelligenceand dexterity, but suffer a bit in strength. They have slightly fewer HP andslightly more magic than humans, and advance in experience a bit more slowly.
Those of the most common strain are referred to simply as elves or,when they're not listening, common elves. Common elves have goodintelligence and dexterity, but suffer a bit in strength. They haveslightly fewer HP and slightly more magic than humans, and advancein experience a bit more slowly.
High elves are a tall and powerful elven race who advance in levels veryslowly, requiring half again as much experience as do humans. They share thesame attributes as common elves in most respects, but their strengths andweaknesses tend to be more pronounced.
High elves are a tall and powerful elven race who advance in levelsvery slowly, requiring half again as much experience as do humans.They share the same attributes as common elves in most respects, buttheir strengths and weaknesses tend to be more pronounced.
Grey elves also advance slowly, but not as slowly as high elves. They excelat using short and long swords and bows, but are poor at other fightingskills. They are excellent at all forms of magic except for necromancy.
Grey elves also advance slowly, but not as slowly as high elves. Theyexcel at using short and long swords and bows, but are poor at otherfighting skills. They are excellent at all forms of magic except fornecromancy.
The deep elves are an elven race who long ago fled the overworld to live indarkness underground. There they developed their mental powers, evolving anatural gift for all forms of magic (including necromancy and earth magic),and adapted physically to their new environment, becoming shorter and weakerthan other elves and losing all colouration. They are poor at hand-to-handcombat but excellent at fighting from a distance.
The deep elves are an elven race who long ago fled the overworld tolive in darkness underground. There they developed their mentalpowers, evolving a natural gift for all forms of magic (includingnecromancy and earth magic), and adapted physically to their newenvironment, becoming shorter and weaker than other elves and losingall colouration. They are poor at hand-to-hand combat but excellentat fighting from a distance.
Sludge elves are a somewhat degenerate race of elves. They are mirror imagesof normal elves in some respects: they have no special proficiency with bowsor swords (long or short), nor do they have any aptitude in the traditionalareas of high elven magic (enchantments, conjurations and divinations). Onthe other hand, they are superlative transmuters, and are comfortabledabbling in necromantic, poison and elemental magic. As fighters they areoften more dangerous unarmed than armed. They advance in level slightlyfaster than their common brethren.
Sludge elves are a somewhat degenerate race of elves. They are mirrorimages of normal elves in some respects: they have no specialproficiency with bows or swords (long or short), nor do they have anyaptitude in the traditional areas of high elven magic (enchantments,conjurations and divinations). On the other hand, they aresuperlative transmuters, and are comfortable dabbling in necromantic,poison and elemental magic. As fighters they are often more dangerousunarmed than armed. They advance in level slightly faster than theircommon brethren.
Dwarves are short, hardy people. They love to fight, and oftenventure forth from their subterranean cities to seek fame and fortunethrough battle. Their armour and weapons are very well-crafted andmuch more durable than the products of lesser artisans. Dwarves areparticularly dangerous when using dwarven weaponry.
Dwarves are short, hardy people. They love to fight, and often ventureforth from their subterranean cities to seek fame and fortune throughbattle. Their armour and weapons are very well-crafted and much moredurable than the products of lesser artisans. Dwarves are particularlydangerous when using dwarven weaponry.
Hill dwarves are extremely robust but are poor at using magic. They areexcellent at hand combat, especially favouring axes or bludgeoning weapons,and are good at using armour and shields, but are poor at missile combat or atusing pole-arms (which are usually too big for them to wield comfortably).The only forms of magic which they can use with even a minimal degree ofaptitude are earth, fire, and conjurations. They advance in levels at asimilar rate to common elves.
Hill dwarves are extremely robust but are poor at using magic. Theyare excellent at hand combat, especially favouring axes or bludgeoningweapons, and are good at using armour and shields, but are poor atmissile combat or at using pole-arms (which are usually too big forthem to wield comfortably).The only forms of magic which they can use with even a minimal degreeof aptitude are earth, fire, and conjurations. They advance in levelsat a similar rate to common elves.
Mountain dwarves come from the larger, more civilised communities of themountains. They advance slightly more quickly than hill dwarves and are almostas robust while having similar aptitudes, but are slightly worse at fightingwhile being slightly better at more civilised pursuits.
Mountain dwarves come from the larger, more civilised communities ofthe mountains. They advance slightly more quickly than hill dwarvesand are almost as robust while having similar aptitudes, but areslightly worse at fighting while being slightly better at morecivilised pursuits.
Halflings, who are named for being about half the size of humans,live in small villages. They live simple lives and have simpleinterests. Sometimes a particularly restless halfling will leavehis or her village in search of adventure.
Halflings, who are named for being about half the size of humans, livein small villages. They live simple lives and have simple interests.Sometimes a particularly restless halfling will leave his or her villagein search of adventure.
Halflings are very small and are among the least robust of anycharacter species. Although only average at most fighting skills,they can use short blades well and are good at all forms of missilecombat. 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.
Halflings are very small and are among the least robust of any characterspecies. Although only average at most fighting skills, they can useshort blades well and are good at all forms of missile combat. They arealso very stealthy and good at dodging and stabbing, but are poor atmagic (except enchantments and, for some reason, translocations). Theyadvance in levels as rapidly as humans. Halflings cannot wield largeweapons.
Occasionally they can use their empathy with the earth to sensetheir surroundings; this ability increases in power as they gainexperience levels.
Occasionally they can use their empathy with the earth to sense theirsurroundings; this ability increases in power as they gain experiencelevels.
Hill orcs are orcs from the upper world who, jealous of the richeswhich their cousins the cave orcs possess below the ground, descendin search of plunder and adventure.
Hill orcs are orcs from the upper world who, jealous of the riches whichtheir cousins the cave orcs possess below the ground, descend in searchof plunder and adventure.
Hill orcs are as robust as the hill dwarves, but have very lowreserves of magical energy. Their forte is brute-force fighting,and they are skilled at using most hand weapons (with the exceptionof short blades, at which they are only fair), although they arenot particularly good at using missile weapons. They prefer to usetheir own weapons. Orcs are poor at using most types of magic withthe exception of conjurations, necromancy, and earth and fireelemental magic. They advance as quickly as humans.
Hill orcs are as robust as the hill dwarves, but have very low reservesof magical energy. Their forte is brute-force fighting, and they areskilled at using most hand weapons (with the exception of short blades,at which they are only fair), although they are not particularly good atusing missile weapons. They prefer to use their own weapons. Orcs arepoor at using most types of magic with the exception of conjurations,necromancy, and earth and fire elemental magic. They advance as quicklyas humans.
Kobolds are small, ugly creatures with few redeeming features. Theyare not the sort of people you would want to spend much time with,unless you happened to be a kobold yourself.
Kobolds are small, ugly creatures with few redeeming features. They arenot the sort of people you would want to spend much time with, unlessyou happened to be a kobold yourself.
They have poor abilities and have similar aptitudes to halflingswithout the excellent agility. However, they are better than halflingsat using some types of magic, particularly summonings and necromancy.They often live as scavengers, surviving on carrion (which they caneat even when not hungry), but are carnivorous and can only eatmeat. They advance in levels as quickly as humans.
They have poor abilities and have similar aptitudes to halflings withoutthe excellent agility. However, they are better than halflings at usingsome types of magic, particularly summonings and necromancy. They oftenlive as scavengers, surviving on carrion (which they can eat even whennot hungry), but are carnivorous and can only eat meat. They advance inlevels as quickly as humans.
As creatures brought back from beyond the grave they are naturallyimmune to poisons, negative energy and torment, have little warmth
As creatures brought back from beyond the grave they are naturallyimmune to poisons, negative energy and torment, have little warmth
Mummies progress very slowly in level, half again as slowly as humans inall skills except fighting, spellcasting and necromancy. As they increase inlevel they become increasingly in touch with the powers of death, but cannotuse some types of necromancy which only affect living creatures. The sideeffects of necromantic magic tend to be relatively harmless to mummies.However, their dessicated bodies are highly flammable. They also do not needto eat or drink, and in any case are incapable of doing so.
Mummies progress very slowly in level, half again as slowly as humansin all skills except fighting, spellcasting and necromancy. As theyincrease in level they become increasingly in touch with the powers ofdeath, but cannot use some types of necromancy which only affectliving creatures. The side effects of necromantic magic tend to berelatively harmless to mummies. However, their dessicated bodies arehighly flammable. They also do not need to eat or drink, and in anycase are incapable of doing so.
Ghouls are 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.
Ghouls are horrible undead creatures, slowly rotting away. Althoughghouls can sleep in their graves for years on end, when they rise towalk among the living they must eat flesh to survive. Raw flesh ispreferred, especially rotting or tainted meat, and ghouls gainstrength from consuming it.
They aren't very good at doing most things, although they make decent fightersand, due to their contact with the grave, can use ice, earth and death magicwithout too many difficulties.
They aren't very good at doing most things, although they make decentfighters and, due to their contact with the grave, can use ice, earthand death magic without too many difficulties.
They are reasonably good at most things and advance in experiencelevels at a decent rate. They are naturally immune to poisons, cansee invisible creatures, and have tough skin, but their tails arerelatively slow and cannot move them around as quickly as can othercreatures' legs (this only affects their movement rate; all otheractions are at normal speed). Their body shape also prevents themfrom gaining full protection from most armour. A Naga's biggestforte is stealth: Nagas are very good at moving unnoticed.
They are reasonably good at most things and advance in experience levelsat a decent rate. They are naturally immune to poisons, can seeinvisible creatures, and have tough skin, but their tails are relativelyslow 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 protectionfrom most armour. A Naga's biggest forte is stealth: Nagas are very goodat moving unnoticed.
they can only wear loose robes, cloaks and animal skins. Althoughogres can eat almost anything, their size means that they need todo so more frequently than smaller folk.
they can only wear loose robes, cloaks and animal skins. Although ogrescan eat almost anything, their size means that they need to do so morefrequently than smaller folk.
Ogre-mages are a separate race of ogres who are unique among thebeefier species in their ability to use magic, especially enchantments.Although slighter than their common ogre relatives they neverthelesshave great strength and can survive a lot of punishment. They advancein level as slowly as high elves. In contrast to their Ogre cousins,Ogre Mages have lost the ability to digest corpses when not hungry.
Ogre-mages are a separate race of ogres who are unique among the beefierspecies 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 asslowly as high elves. In contrast to their Ogre cousins, Ogre Mages havelost the ability to digest corpses when not hungry.
Trolls are like ogres, but even nastier. They have thick, knobblyskins of any colour from putrid green to mucky brown and theirmouths are full of ichor-dripping fangs.
Trolls are like ogres, but even nastier. They have thick, knobbly skinsof any colour from putrid green to mucky brown and their mouths arefull of ichor-dripping fangs.
human-sized, with wings, tails and scaly skins. Draconians startout in an immature form with brown scales, but as they grow in powerthey take on a variety of colours. This happens at an early stagein their career, and the colour is determined by chromosomes, notby behaviour.
human-sized, with wings, tails and scaly skins. Draconians start out inan immature form with brown scales, but as they grow in power they takeon a variety of colours. This happens at an early stage in their career,and the colour is determined by chromosomes, not by behaviour.
Draconians advance very slowly in level, but are reasonably goodat all skills but armour (most types of which they cannot wear) andmissile weapons. Still, each colour has its own strengths and somehave complementary weaknesses, which sometimes requires a bit offlexibility on the part of the player.
Draconians advance very slowly in level, but are reasonably good at allskills but armour (most types of which they cannot wear) and missileweapons. Still, each colour has its own strengths and some havecomplementary weaknesses, which sometimes requires a bit of flexibilityon the part of the player.
White Draconians stem from frost-bitten lands, and are naturally resistant tofrost. They are versed in ice magic, but bad at fire.
White Draconians stem from frost-bitten lands, and are naturallyresistant to frost. They are versed in ice magic, but bad at fire.
Green Draconians are used to venomous surroundings. They are especiallygood in the arts of poison and without deficiencies in other magic realms.
Green Draconians are used to venomous surroundings. They areespecially good in the arts of poison and without deficiencies inother magic realms.
Yellow Draconians have sulphurous breath. Unlike other Draconians, theyneed no time to gain back their breath. They are acid resistant, too.
Yellow Draconians have sulphurous breath. Unlike other Draconians,they need no time to gain back their breath. They are acidresistant, too.
Grey Draconians have no particular weaknesses or strengths when it comes tolearning, and they get no breath weapon. Their scales, however, becomeparticularly hard over time, they gain more HP than other draconians,and they grow a spiked tail, making them particularly fit for battle.
Grey Draconians have no particular weaknesses or strengths when itcomes to learning, and they get no breath weapon. Their scales,however, become particularly hard over time, they gain more HPthan other draconians, nd they grow a spiked tail, making themparticularly fit for battle.
Black Draconians command lightning bolts and are naturally insulated. They aregood at air magic but feel cumbersome with earth magic.
Black Draconians command lightning bolts and are naturally insulated.They are good at air magic but feel cumbersome with earth magic.
Mottled Draconians are somewhat in touch with fire, yet are not weak withice. Their breath consists of special sticky fire which burns the target.
Mottled Draconians are somewhat in touch with fire, yet are not weakwith ice. Their breath consists of special sticky fire whichburns the target.
Purple Draconians are highly adapted to all spellcasting in general, and toEnchantments in particular. They are a bit better at invoking things thanmost other draconians.
Purple Draconians are highly adapted to all spellcasting in general,and to Enchantments in particular. They are a bit better atinvoking things than most other draconians.
restrictions otherwise. They breath steam and have, like their Purplecousins, a slight advantage at Evocations.
restrictions otherwise. They breath steam and have, like theirPurple cousins, a slight advantage at Evocations.
with bows and other missile weapons; they are also reasonable atthe Fighting skill while being slow learners at specific weaponskills. They advance quite slowly in experience level and are rathersub-average at using magic. Due to their large bulk, they need alittle extra food to survive.
with bows and other missile weapons; they are also reasonable at theFighting skill while being slow learners at specific weapon skills.They advance quite slowly in experience level and are rathersub-average at using magic. Due to their large bulk, they need a littleextra food to survive.
divine or angelic ancestry, however distant; they can be createdby a number of processes including magical experiments and thetime-honoured practice of interplanar miscegenation.
divine or angelic ancestry, however distant; they can be created by anumber of processes including magical experiments and the time-honouredpractice 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 extremelyrobust; they can also draw on great supplies of magical energy. Onthe downside they advance very slowly in experience, gain skillsslightly less quickly than humans, and due to their status cannotworship the various Gods and Powers available to other classes ofbeing.
Demigods look more or less like members of their mortal part's race, buthave excellent attributes (strength, int, dex) and are extremely robust;they can also draw on great supplies of magical energy. On the downsidethey advance very slowly in experience, gain skills slightly lessquickly than humans, and due to their status cannot worship the variousGods and Powers available to other classes of being.
and elemental spells. On the other hand, they are excellent atother forms of magic and are very good at moving silently andquickly. So great is their speed that a spriggan can overtake acentaur.
and elemental spells. On the other hand, they are excellent at otherforms of magic and are very good at moving silently and quickly. Sogreat is their speed that a spriggan can overtake a centaur.
The minotaur is yet another hybrid - a human body with a bovinehead. It delves into the Dungeon because of its instinctive loveof twisting passageways.
The minotaur is yet another hybrid - a human body with a bovine head.It delves into the Dungeon because of its instinctive love of twistingpassageways.
Minotaurs are extremely good at all forms of physical combat, butare awful at using any type of magic. They can wear all armourexcept for some headgear.
Minotaurs are extremely good at all forms of physical combat, but areawful at using any type of magic. They can wear all armour except forsome headgear.
Demonspawn are horrible half-mortal, half-infernal creatures - theflip side of the Demigods. Demonspawn can be created in any numberof ways: magical experiments, breeding, unholy pacts, etc. Althoughmany demonspawn may be indistinguishable from those of pure mortalstock, they often grow horns, scales or other unusual features.Powerful members of this class of beings also develop a range ofunholy abilities, which are listed as mutations (and can sometimesbe activated with the 'a' command).
Demonspawn are horrible half-mortal, half-infernal creatures - the flipside of the Demigods. Demonspawn can be created in any number of ways:magical experiments, breeding, unholy pacts, etc. Although manydemonspawn may be indistinguishable from those of pure mortal stock,they often grow horns, scales or other unusual features. Powerfulmembers of this class of beings also develop a range of unholyabilities, which are listed as mutations (and can sometimes beactivated with the 'a' command).
Demonspawn advance quite slowly in experience and learn most skillsat about the same rate as do Demigods. However, they are a littlebetter at fighting and much better at conjurations, summonings,necromancy and invocations.
Demonspawn advance quite slowly in experience and learn most skills atabout the same rate as do Demigods. However, they are a little betterat fighting and much better at conjurations, summonings, necromancy andinvocations. Note that unlike Demigods, they can take on gods, althoughonly evil powers.
helmets and boots. Despite their lack of wings, powerful kenku canfly and very powerful members of this race can stay in the air foras long as they wish to do so.
helmets and boots. Despite their lack of wings, powerful kenku can flyand very powerful members of this race can stay in the air for as longas they wish to do so.
They are experts at all forms of fighting, including the magicalarts of combat (conjurations, summonings and, to a lesser extent,necromancy). They are good at air and fire elemental magic, butpoor at ice and earth magic. Kenku do not appreciate any form ofservitude, and so are poor at using invocations. Their light avianbodies cannot sustain a great deal of injury.
They are experts at all forms of fighting, including the magical arts ofcombat (conjurations, summonings and, to a lesser extent, necromancy).They are good at air and fire elemental magic, but poor at ice and earthmagic. Kenku do not appreciate any form of servitude, and so are poor atusing invocations. Their light avian bodies cannot sustain a great dealof injury.
will quickly reform into legs once they leave the water (and,likewise, their legs will quickly reform into a tail should theyever enter water). Their agility is often misjudged, and they tendto be surprising nimble on land as well as in the water. Expertsat swimming, they need not fear drowning as they can quickly slipout of any encumbering armour during the transformation into theirhalf-fish form.
will quickly reform into legs once they leave the water (and, likewise,their legs will quickly reform into a tail should they ever enterwater). Their agility is often misjudged, and they tend to besurprising nimble on land as well as in the water. Experts at swimming,they need not fear drowning as they can quickly slip out of anyencumbering armour during the transformation into their half-fish form.
The Merfolk have developed their martial arts strongly on thrustingand grappling, since those are the most efficient ways to fightunderwater. They therefore prefer polearms and short swords aboveall other weapons, although they can also use longer swords quitewell.
The Merfolk have developed their martial arts strongly on thrusting andgrappling, 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.
divination, poison, and ice magics... which use water occasionallyas a material component. The legendary water magic of the merfolkwas lost in ancient times, but some of that affinity still remains.The instability of their own morphogenic matrix has made them veryaccomplished transmuters, but most other magics seem foreign tothem.
divination, poison, and ice magics... which use water occasionally as amaterial component. The legendary water magic of the merfolk was lostin ancient times, but some of that affinity still remains. Theinstability of their own morphogenic matrix has made them veryaccomplished 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 allowthem to make extra attacks using the Unarmed Combat skill.
Note: Some species have special abilities which can be accessed by the----- 'a' abilities menu. Some also have physical characteristics whichallow them to make extra attacks using the Unarmed Combat skill.
characters. Although each has its own strengths and weaknesses,some are definitely easier than others, at least to begin with. Thebest classes for a beginner are probably Gladiators, Fighters, andBerserkers; if you really want to play a magician, try a Conjurer.Each class starts out with a different set of skills and items, butfrom there you can shape them as you will.
characters. Although each has its own strengths and weaknesses, some aredefinitely easier than others, at least to begin with. The best classesfor a beginner are probably Gladiators, Fighters, and Berserkers; if youreally want to play a magician, try a Conjurer. Each class starts outwith a different set of skills and items, but from there you can shapethem as you will.
The Gladiator is trained to fight in the ring, and so is an expertin the art of fighting but is not so good at anything else. In fact,Gladiators are pretty terrible at anything except bashing monsterswith heavy things. They start with a nasty weapon, a small shield,and armour.
The Gladiator is trained to fight in the ring, and so is an expert inthe art of fighting but is not so good at anything else. In fact,Gladiators are pretty terrible at anything except bashing monsters withheavy things. They start with a nasty weapon, a small shield, andarmour.
Berserkers are hardy warriors who worship Trog the Wrathful, fromwhom they get the power to go berserk (as well as a number of otherpowers should they prove worthy) but who forbids the use of spellmagic. They enter the dungeon with an axe and a set of leatherarmour.
Berserkers are hardy warriors who worship Trog the Wrathful, from whomthey get the power to go berserk (as well as a number of other powersshould they prove worthy) but who forbids the use of spell magic. Theyenter the dungeon with an axe and a set of leather armour.
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 huntingknife and a set of leathers.
The Hunter is a type of fighter who specialises in missile weapons. AHunter starts with a bow and some arrows, as well as a hunting knifeand a set of leathers.
The Thief is one of the trickiest classes to play. Thieves startout with a large variety of useful skills, and need to use all ofthem to survive. Thieves start with a short sword, some throwingdarts, and light armour.
The Thief is one of the trickiest classes to play. Thieves start outwith a large variety of useful skills, and need to use all of them tosurvive. Thieves start with a short sword, some throwing darts, andlight armour.
An Assassin is a thief who is especially good at killing. Assassinsare like thieves in most respects, but are more dangerous in combat.
An Assassin is a thief who is especially good at killing. Assassins arelike thieves in most respects, but are more dangerous in combat.
The Death Knight is a fighter who aligns him or herself with thepowers of death. There are two types of Death Knights: those whoworship and draw their abilities from the Demon-God Yredelemnul,and those who study the fearsome arts of necromancy.
The Death Knight is a fighter who aligns him or herself with the powersof death. There are two types of Death Knights: those who worship anddraw their abilities from the Demon-God Yredelemnul, and those who studythe fearsome arts of necromancy.
The Chaos Knight is a fighter who chooses to serve one of the Godsof Chaos. There are two choices: Xom or Makhleb. Xom is a very
The Chaos Knight is a fighter who chooses to serve one of the Gods ofChaos. There are two choices: Xom or Makhleb. Xom is a very
according to whim. Makhleb the Destroyer is a more purposeful God,who appreciates destruction and offers a variety of very violentpowers to the faithful.
according to whim. Makhleb the Destroyer is a more purposeful God, whoappreciates destruction and offers a variety of very violent powers tothe faithful.
Priests serve either Zin, the ancient and revered God of Law, orthe rather less pleasant Death-God Yredelemnul. Although priestsenter the dungeon with a mace (as well as a priestly robe and a fewhealing potions), this is purely the result of an archaic traditionthe reason for which has been lost in the mists of time; Priestsare not in any way restricted in their choice of weapon skills.
Priests serve either Zin, the ancient and revered God of Law, or therather less pleasant Death-God Yredelemnul. Although priests enter thedungeon with a mace (as well as a priestly robe and a few healingpotions), this is purely the result of an archaic tradition the reasonfor which has been lost in the mists of time; Priests are not in any wayrestricted in their choice of weapon skills.
The Enchanter specialises in the more subtle area of enchantmentmagic. Although not as directly powerful as conjurations, high-level
The Enchanter specialises in the more subtle area of enchantment magic.Although not as directly powerful as conjurations, high-level
begins with lightly enchanted weapons and armour, but no directdamage spell (since enchantments do not deal with direct attacks).Instead they begin with the "confusing touch" spell and some enchanteddarts, which should help them out until they can use the higherlevel enchantment spells.
begins with lightly enchanted weapons and armour, but no direct damagespell (since enchantments do not deal with direct attacks). Insteadthey begin with the "confusing touch" spell and some enchanted darts,which should help them out until they can use the higher levelenchantment spells.
The Summoner specialises in calling creatures from this and otherworlds to give assistance. Although they can at first summon onlyvery wimpy creatures, the more advanced summoning spells allowsummoners to call on such powers as elementals and demons.
The Summoner specialises in calling creatures from this and other worldsto give assistance. Although they can at first summon only very wimpycreatures, the more advanced summoning spells allow summoners to call onsuch powers as elementals and demons.
The Necromancer is a magician who specialises in the less pleasantside of magic. Necromantic spells are a varied bunch, but manyinvolve some degree of risk or harm to the caster.
The Necromancer is a magician who specialises in the less pleasant sideof magic. Necromantic spells are a varied bunch, but many involve somedegree of risk or harm to the caster.
Venom mages specialise in poison magic, which is extremely usefulin the shallower levels of the dungeon where few creatures areimmune to it. Poison is especially effective when used againstinsects.
Venom mages specialise in poison magic, which is extremely useful inthe shallower levels of the dungeon where few creatures are immune toit. Poison is especially effective when used against insects, damagingtheir tracheae quite effectively.
none". They start the game with a large assortment of skills andmaybe some small items they picked up along the way, but other thanthat they're pretty much on their own. Non-human wanderers mightnot even know which skills they have (since they haven't quitelearned enough for one full level), and therefore make for anadditional challenge. You shouldn't expect human wanderers to beeasy either, as this class is typically harder to play than theother classes.
none". They start the game with a large assortment of skills and maybesome small items they picked up along the way, but other than thatthey're pretty much on their own. Non-human wanderers might not evenknow which skills they have (since they haven't quite learned enoughfor one full level), and therefore make for an additional challenge.You shouldn't expect human wanderers to be easy either, as this classis typically harder to play than the other classes.
Here is a description of the skills you may have. You can checkyour current skills with the 'm' command, and therein toggle betweenprogress display and aptitude display using '!'. You can also readthe table of aptitudes from the help menu using '?%'.
Here is a description of the skills you may have. You can check yourcurrent skills with the 'm' command, and therein toggle between progressdisplay and aptitude display using '!'. You can also read the table ofaptitudes from the help menu using '?%'.
Fighting is the basic skill used in hand-to-hand combat, and appliesno matter which weapon your character is wielding (if any). Fighting isalso the skill that determines the number of hit points yourcharacter gets as they increase in level (note that this is calculatedso that you don't get a long run advantage by starting out with ahigh fighting skill).
Fighting is the basic skill used in hand-to-hand combat, and applies nomatter which weapon your character is wielding (if any). Fighting isalso the skill that determines the number of hit points your charactergets as they increase in level (note that this is calculated so that youdon't get a long run advantage by starting out with a high fightingskill). The first two levels of fighting skill can be obtained bytraining melee combat against plants and fungi.
If you are already good at a weapon, say a long sword, and youpractise 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:
If you are already good at a weapon, say a long sword, and you practisefor a while with similar weapon such as a short sword, your practisewill be speeded up (and will require less experience) until both skillsare equal. Similar types of weapons include:
Being good at a specific weapon improves the speed with which youcan use it by about 10% every two skill levels. Although lighterweapons are easier to use initially, as they strike quickly andaccurately, heavier weapons increase in damage potential very quicklyas you improve your skill with them.
Being good at a specific weapon improves the speed with which you canuse it by about 10% every two skill levels. Although lighter weapons areeasier to use initially, as they strike quickly and accurately, heavierweapons increase in damage potential very quickly as you improve yourskill with them.
Unarmed Combat is a special fighting skill. It allows your characterto make a powerful attack when unarmed and also to make specialsecondary attacks (and increases the power of those attacks forcharacters who get them anyway). You can practise Unarmed Combatby attacking empty-handed, and it is also exercised when you makea secondary attack (a kick, punch etc). Unarmed combat is particularlydifficult to use in combination with heavy armour or shields orvery big weapons.
Unarmed Combat is a special fighting skill. It allows your character tomake a powerful attack when unarmed and also to make special secondaryattacks (and increases the power of those attacks for characters who getthem anyway). You can practise Unarmed Combat by attacking empty-handed,and it is also exercised when you make a secondary attack (a kick, punchetc). Unarmed combat is particularly difficult to use in combinationwith heavy armour or shields or very big weapons.
Ranged Combat is the basic skill used when throwing or shootingthings, and there are a number of individual weapon skills formissile weapons as well:
Ranged Combat is the basic skill used when throwing or shooting things,and there are a number of individual weapon skills for missile weaponsas well:
Spellcasting is the basic skill for magic use, and affects yourreserves of magical energy in the same way that Fighting affectsyour hit points. Every time you increase your spellcasting skillyou gain some magic points and spell levels. Spellcasting is a verydifficult skill to learn, and requires a large amount of practiceand experience.
Spellcasting is the basic skill for magic use, and affects yourreserves of magical energy (MP) in the same way that Fighting affectsyour hit points. Every time you increase the 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.
Only those characters with at least one magic skill at level oneor above can learn magical spells. If your character has no magicskills, he or she can learn the basic principles of the hermeticarts by reading and reciting the spells inscribed on magical scrolls(this stops being useful once you reach level one in Spellcasting).
Only those characters with at least one magic skill at level one orabove can learn magical spells. If your character has no magic skills,he or she can learn the basic principles of the hermetic arts by readingand reciting the spells inscribed on magical scrolls (this stops beinguseful 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. Multidisciplinaryspells use an average of the two or three skills.
There are also individual skills for each different type of magic; thehigher the skill, the more powerful the spell. Multidisciplinary spellsuse an average of the two or three skills.
Elemental magic is a special case. When you practise an elementalmagic skill (fire, ice, air or earth magic) you will improve muchless quickly than normal if you already have one or more elementalmagic skills higher than the one you are practising. This isespecially true if those skills are 'opposed' to the one you'repractising: fire and ice are mutually opposed, as are earth andair.
Elemental magic is a special case. When you practise an elemental magicskill (fire, ice, air or earth magic) you will improve much less quicklythan normal if you already have one or more elemental magic skillshigher than the one you are practising. This is especially true if thoseskills are 'opposed' to the one you're practising: fire and ice aremutually opposed, as are earth and air.
Say you have level 2 fire magic, level 4 ice magic, and level 1air magic. Practising ice magic won't be a problem. Practisingair magic will be a bit slow, as you have other elemental skillsat higher levels. Practising fire magic will be very slow, as youhave a higher level in ice magic. Right?
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 magicwill be a bit slow, as you have other elemental skills at higherlevels. Practising fire magic will be very slow, as you have a higherlevel in ice magic. Right?
Having a high Armour skill means that you are used to wearing heavyarmour, allowing you to move more freely and gain more protection.When you look at an armour's description with the 'v' command, thiswill in particularly show you how cumbersome it is. This is measuredby the Evasion modifier. Usually, all armours with EV penalty of0, -1, or -2 are considered light. All others are considered heavyexcept for Elven armour (which is light). Walking and fighting inheavy armour will train the Armour skill.
Having a high Armour skill means that you are used to wearing heavyarmour, allowing you to move more freely and gain more protection. Whenyou look at an armour's description with the 'v' command, this will inparticularly show you how cumbersome it is. This is measured by theEvasion modifier. Usually, all armours with EV penalty of 0 or -1 areconsidered light. All others are considered heavy except for Elvenarmour (which is light). Walking and fighting in heavy armour will trainthe Armour skill. If the Armour skill is high enough to offset theEV penalty, even a heavy armour will train Dodging.
When you are wearing light armour, a high dodging skill helps youevade attacks. See the paragraph above on the Armour skill forwhich armours are light.
Fighting in light armour trains Dodging. A high dodging skill helps youevade attacks. See the paragraph above on the Armour skill for whicharmours are light. You also train the Dodging skill when wearing aheavy armour, once your Armour skill is high enough to cancel the EVpenalty.
encumbered if you want to be stealthy. Big creatures (like trolls)are bad at stealth.
encumbered if you want to be stealthy. Large creatures (like Trolls)are bad at stealth. The big exception are Nagas, which are unusuallystealthy. Stealth is trained by simply walking around lightly armoured.
The area covered by a manual search ('s' or '.') gets larger with higherTraps & Doors skill. (Without the skill, you search only the adjacentsquares.)
Note that you scan your vicinity in every move (not just with commandslike 's', '.' or '5'). Without (or with low) Traps & Doors skill, yousearch only the eight adjacent squares. The area covered gets largerwith higher skill, as well as the chance to detect something.
An easy-to-learn skill which affects your ability to call on yourGod for aid. Those skilled at invoking have reduced fail rates andproduce more powerful effects. The Invocations skill affects yoursupply of magic in the same way to the Spellcasting skill and toa greater extent, but the two are not cumulative - whichever givesthe greater increase is used. Some Gods (such as Trog) do not requirefollowers to learn this skill.
An easy-to-learn skill which affects your ability to call on your Godfor aid. Those skilled at invoking have reduced fail rates and producemore powerful effects. Some Gods (such as Trog) do not require followersto learn this skill.Like Spellcasting, this skill also affects your supply of magic (MP),though Invocations gives a bit less than Spellcasting in this regard.In any case, these two effects do are not cumulative: the highercontribution of Spellcasting or Invocations is used.
This skill lets you use wands much more effectively both in termsof damage as well as in terms of precision. Furthermore, with high
This skill lets you use wands much more effectively both in terms ofdamage as well as in terms of precision. Furthermore, with high
Crawl has many commands to be issued by single key strokes. Thiscan become confusing, since there are also several modes; here isthe full list. Some commands are particularly useful in combinationwith certain interface options; such options are mentioned in thelist. For a description of them, please look into crawl_options.txt.For a more terse list, use '??' in.game.
Crawl has many commands to be issued by single key strokes. This canbecome confusing, since there are also several modes; here is the fulllist. Some commands are particularly useful in combination with certaininterface options; such options are mentioned in the list. For adescription of them, please look into crawl_options.txt. For a moreterse list, use '??' in.game.
direction Moves one square, direction is either one of thenumpad cursor keys (try both Numlock on and off) orone of the Rogue vi keys (hjklyubn).Shift-direction This moves straight until something interesting isor / direction found (like a monster).Ctrl-G Interlevel travel (to arbitrary dungeon levels orwaypoints). Remembers old destinations if interrupted.Ctrl-O Auto-explore. Setting the option explore_greedy to truemakes Ctrl-O also run to interesting items (those thatget picked up automatically) or piles (checking thecontents). Autoexploration will open doors on its own
direction Moves one square, direction is either one ofthe numpad cursor keys (try both Numlock on andoff) or one of the Rogue vi keys (hjklyubn).Shift-direction This moves straight until something interestingor / direction is found (like a monster).Ctrl-G Interlevel travel (to arbitrary dungeon levelsor waypoints). Remembers old destinations ifinterrupted.Ctrl-O Auto-explore. Setting the option explore_greedyto true makes Ctrl-O also run to interestingitems (those that get picked up automatically)or piles (checking the contents).Autoexploration will open doors on its own
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 magicShift-Numpad 5 points are full or something is found or 100 turns areover).
s, Del Rests and searches (these are the same) for oneturn, this is also done with '.' or Numpad-5.5 or Long resting/searching (until both health andShift-Numpad 5 magic points are full or something is found or100 turns are over).
Ctrl-direction Tries to untrap 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).
Ctrl-direction Tries to untrap a known trap on the specifiedor * direction square, else opens door if there is one, elseattacks without move (even if nothing is seen).
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, altars etc.).
x Examine surroundings mode (see below).X Examine level map (see below).O Show dungeon overview (branches, shops, etc.).
mutations, abilities (the latter three more tersethan with the command @, A, a). This is a highlycondensed conglomeration of the commands [, (, ",C, ^, @, A, a, usually fitting on one screen.
mutations, abilities (the latter three moreterse than with the command @, A, a). This is ahighly condensed conglomeration of the commands[, (, ", C, ^, @, A, a on a single screen.
Ctrl-V Toggle auto-prayer. (You might want to setrunrest_ignore_message to ignore the prayermessage if you are using autoprayer.)
Ctrl-V Toggle auto-prayer. (You might want to setrunrest_ignore_message = offer a prayerrunrest_ignore_message = prayer is overrunrest_ignore_message = pleased with yourunrest_ignore_message = exaltedif you are using autoprayer.)
Ctrl-F Find (this searches in stashes and shops, you can useregular expressions and also terms like 'long blades'or 'artifacts').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, youcan use regular expressions and also terms like'long blades', 'shop', 'altar', 'artifacts').Ctrl-S Mark stash (this is only necessary with option'stash_tracking = explicit').Ctrl-E Erase stash (ignores the square from stashtracking if using 'stash_tracking = explicit').
Waypoints can be set on the level map. You can travel to waypoints usingCtrl-G. Check the option show_waypoints. The commands are
Waypoints can be set on the level map. You can travel to waypointsusing Ctrl-G. Check the option show_waypoints. The commands are
Travel exclusions mark certain spots of the map as no-go areas for autotraveland explore (the radius is set by the option travel_exclude_radius2).
Travel exclusions mark certain spots of the map as no-go areas forautotravel and explore (the radius is set by the optiontravel_exclude_radius2).
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 theoptions target_oos=true (if using this, check target_los_first).
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 mayalso examine stashed items outside current view using the optiontarget_oos = true (if using this, check the option target_los_first).
Targeting mode is similar to examining surroundings. It is activated wheneveryou fire projectiles, zap a wand or cast spells which uses targets. All of thecommands described for examination of surroundings work, with the exception ofSpace (which fires).Esc Stop targeting.
Targeting mode is similar to examining surroundings. It is activatedwhenever you fire projectiles, zap a wand or cast spells which usestargets. All of the commands described for examination of surroundingswork, with the exception of Space (which fires).Esc or x Stop targeting.
. or Enter Fire at cursor direction (also Del).! Fires at cursor position, and stops there. This can beuseful to avoid damaging pets, or to attack submergedwater creatures.
. or Enter Fire at cursor direction (also Del and Space).! Fires at cursor position, and stops there. Thiscan be useful to avoid damaging pets, or toattack submerged water creatures.
Ctrl-F Toggle target modes (between enemies, all, friends; seealso option target_zero_exp).Shift-Direction Fires straight in that direction. This is equivalent topressing the direction key once and then Enter. You cango back to the old targeting mode (allowing straightfiring by pressing just the direction key) using theoption target_unshifted_dirs.
Ctrl-F Toggle target modes (between enemies, all,friends; see also option target_zero_exp).Shift-Direction Fires straight in that direction. You can goback to the old targeting mode (allowingstraight firing by pressing just the directionkey) using the option target_unshifted_dirs.
native flying ability is not noted, and neither is the effect of aring of regeneration. Here is a list of these, as some areabbreviations or may not be obvious:
native flying ability is not noted, and neither is the effect of a ringof regeneration. Here is a list of these, as some are abbreviations ormay not be obvious:
regenerate until cured (wait it out or quaff a potionof healing).Poison You are poisoned and continually lose hit points. There areseveral levels of poisoning. Cure with potions of healing orby waiting it out.Pray You are praying. Any action taken under prayer is done in thename of your god. For example, dissecting a corpse offers it.Depending on the scope of your religion, this may or may notbe a good idea.Encumbered Your load is heavy enough to slow you down. You also need morefood then walking around encumbered. Try to avoid this!Overloaded You carry way too much to do anything sensible. Drop stuff!
regenerate until cured (wait it out or quaff a potion ofhealing). Occassionally a primary attribute might drop.Poison You are poisoned and continually lose hit points. Thereare several levels of poisoning. Cure with potions ofhealing or by waiting it out.Pray You are praying. Any action taken under prayer is donein the name of your god. For example, dissecting acorpse offers it. Depending on the scope of yourreligion, this may or may not be a good idea.Encumbered Your load is heavy enough to slow you down. You alsoneed more food then walking around encumbered. Try toavoid this!Overloaded You carry too much to do anything sensible. Drop stuff!
Fast Your actions are twice as fast (this can cause magiccontamination).Swift You move at a somewhat higher speed. (Only affects movement.)Slow All actions are slowed. Note that ending berserking will slow.
Fast All of your actions are twice as fast (this can causemagic contamination).Swift You move at a somewhat higher speed. (This only meansmovement speed.)Slow All actions are slowed. Note: ending berserking will slow.
BWpn Some characters have a breath weapon (like Nagas or experiencedDraconians), which will show "BWpn" when used. Further breathshave to wait until this disappears.Invis You are invisible (this can cause glowing, if used too much).
BWpn Some characters have a breath weapon (like Nagas orexperienced Draconians), which will show "BWpn" when used.Further breaths have to wait until this disappears.Invis You are invisible (this can cause glowing, if used toomuch).
Lev You levitate, i.e. hover a few inches above the ground. Whileenough to cross water and lava, movement is not completelycontrolled. It will usually time out. Levitation provides aspeed bonus to swiftness.Fly You fly, gaining the benefits of levitation with none of thedrawbacks. This is only accessible for experienced kenku, luckydraconians, characters using Dragon form, or those levitatingwhile wearing an amulet of controlled flight.
Lev You levitate, i.e. hover a few inches above the ground.While enough to cross water and lava, movement is notcompletely controlled. It will usually time out.Levitation provides a speed bonus to swiftness.Fly You fly, gaining the benefits of levitation with none ofthe drawbacks. This is only accessible for experiencedkenku, lucky draconians, characters using Dragon form,or those levitating while wearing an amulet ofcontrolled flight.
Regen You regenerate: health points will increase at an unnaturallyfast rate. This is only shown for temporary regeneration.Glow You glow from mutagenic radiations: you'll mutate sometime 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 losemaximum health points over time. Only potions of healing restorethese. The rotting itself is cured itself if the maximal healthis back to its initial value, and it also expires after a while.
Regen You regenerate: health points will increase at anunnaturally fast rate. This is only shown for temporaryregeneration.Glow You glow from mutagenic radiations: you can mutateanytime soon - usually with bad outcome.RMsl You repel missiles, i.e. there's a good chance to evadethem.DMsl You deflect missiles, i.e. there's a great chance toevade them. Still, this is not a bulletproof protection.Rot This is a very harmful, necromantic ailment. You willlose maximum health points over time. Only potions ofhealing restore these. The rotting itself is cureditself if the maximal health is back to its initialvalue, and it also expires after a while.
There are several more enchantment messages for various spells. The descriptionof the spell causing the enchantment will explain these.
There are several more enchantment messages for various spells. Thedescription of the spell causing the enchantment will explain these.