git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@453 c06c8d41-db1a-0410-9941-cceddc491573
RVST2QHYJ757ZHK4AUJ5NGPDZ44AD6RVFVXYPKQIBJXZBDNUCHXQC Dungeon Crawl Reference Notes------- ----- --------- -----What you have downloaded is *not* Linley's Dungeon Crawl. It's a paralleleffort, currently not quite a fork.The goal of this version is to provide a stable base platform forexperimentation and patches, and to fill in the gaps during times whenDungeon Crawl's main maintainer is not available.Please do not send bug reports for this code to the main Dungeon Crawlmaintainers -- the odds are good that the code that's causing you problemsisn't code they wrote, and they won't be able to help you.
/** File: Precomp (Common).h* Summary: The header included by the CodeWarrior precompiled header files.* Written by: Jesse Jones** Change History (most recent first):** <1> 5/25/02 JDJ Created*/// In order for precompiled headers to work on MSVC this header must be included// before *anything* else.#if _MSC_VER >= 1100#pragma message("Compiling Precomp (Common).h (this message should only appear once per project)")#endif#ifndef PRECOMP_COMMON_H#define PRECOMP_COMMON_H// ===================================================================================// Debug Macros// ===================================================================================#ifdef _DEBUG#define DEBUG 1#define RELEASE 0#if __MWERKS__#define MSIPL_DEBUG_MODE#endif#else#define DEBUG 0#if __profile__#define RELEASE 0#else#define RELEASE 0#endif#if !defined(NDEBUG)#define NDEBUG // used by <assert.h>#endif#endif// ===================================================================================// Misc Macros// ===================================================================================#if MAC#define TARGET_API_MAC_CARBON 1#define __CF_USE_FRAMEWORK_INCLUDES__#endif#if MAC && !defined(macintosh) // macintosh isn't defined for MACH-O#define macintosh 1#endif#include <mslconfig>// ===================================================================================// C++ Includes// ===================================================================================#include <algorithm>#include <cstdio>#include <iostream>#include <limits>#include <list>#include <map>#include <set>#include <string>#include <vector>#endif // PRECOMP_COMMON_H
/** File: Precomp (Mac-D).pch++* Summary: Precompiled header for Mac debug builds.* Written by: Jesse Jones** Change History (most recent first):** <1> 5/25/02 JDJ Created*/#pragma precompile_target "Precomp (Mac-D)"#define MAC 1#define _DEBUG // this is how we know a build is a debug build on Windows so we'll use the same mechanism on the Mac#include "Precomp (Common).h"
/** File: Precomp (Mac-R).pch++* Summary: Precompiled header for Mac release builds.* Written by: Jesse Jones** Change History (most recent first):** <1> 5/25/02 JDJ Created*/#if __profile__#pragma precompile_target "Precomp (Mac-P)"#else#pragma precompile_target "Precomp (Mac-R)"#endif#define MAC 1#include "Precomp (Common).h"
/** File: Precomp (Posix-D).pch++* Summary: Precompiled header for Posix debug builds.* Written by: Jesse Jones** Change History (most recent first):** <1> 5/25/02 JDJ Created*/#pragma precompile_target "Precomp (Posix-D)"#define UNIX 1#define BSD 1#define _DEBUG // this is how we know a build is a debug build on Windows so we'll use the same mechanism on the Mac#include "Precomp (Common).h"
Notes for building crawl with VACPP-----------------------------------* when including source, make sure source type isdefined to be 'cpp' - VACPP doesn't know how tohandle .cc extensions.* include libw32c.cc as a source object;ignore the other lib*.cc files* define the macro WIN32CONSOLE* MUST build with signedchars = yes* MUST build with emumsize = 4* target architecture should probably be 486 machines.According to jmf, targetting Pentium class machinesimplies Pentium-specific instructions which areactually slower on PPro/PII/PIII machines.Other than this, it's pretty straightforward.Notes for building crawl with Borland C++ 5.01----------------------------------------------Don't bother. Borland C++ 5.01 has a brokenSTL library that requires manual patching to getaround. Use the free commandline tools from Borlandinstead.Notes for building crawl with Borland C++ 5.5 free commandline tools--------------------------------------------------------------------* make sure your ilink32.cfg contains entries for at least lib and lib\psdk,for example:-L"g:\bcc55\lib;g:\bcc55\lib\psdk"(This may already be done if you've set up Borland for use with VIDE)* cd to the source directory and edit 'makefile'* set MAKEFILE=makefile.bor* comment out the OTHER=-j2 line* remove EXTRA_FLAGS=... from command (set flags in makefile.bor instead)* finally, type 'make all' ('make' may default to 'make debug' which isn'tquite supported yet using the free tools)
So, you want to start playing Crawl straight away without bothering with themanual? Read this, the guide to starting Crawl with a minimum of preparation.When you get some more time, you can read crawl.txt in the Docs directoryfor more detailed information.
So, you want to start playing Crawl straight away without bothering with themanual? Read this, the guide to starting Crawl with a minimum of preparation.When you get some more time, you can read crawl_manual.txt in the Docs directoryfor more detailed information. Also take a look at README.stone_soup.txt - thisis not the official distribution of Linley's Dungeon Crawl.
I suggest printing it out and following its instructions while playing yourfirst few games (you can also press '?' while playing for a list of commands).
I suggest printing out this file and following its instructions while playingyour first few games (you can also press '?' while playing for a list ofcommands).
# well as imediately before and after the '='. All other whitespace# is left alone.#
# well as imediately before and after the '='. If the option allows multiple# comma/semicolon-separated terms (such as ban_pickup), all whitespace around# the separator is also trimmed. All other whitespace is left intact.
# Directory for reading macro.txt and init.txt, and dumping characters.# It should end with the path delimiter.# crawl_dir=/home/bwross/crawl/# Here's a list of autopickup types:## ) Weapons# ( Missiles# [ Armour# / Wands# % Food# ? Scrolls# " or = jewellery# ! Potions# + or : Books# \ or | Staves# 0 Orbs# } Misc items# X Corpses# $ Goldautopickup = $?!:"/0## assign_item_slot## When picking up items, the inventory slot into which the item goes is# normally the first free slot from a-zA-Z. Setting assign_item_slot to# "backward" changes the slot assignment to work backwards. For instance, if# you have items on 'a' and 'c', and assign_item_slot = forward, the next item# will go into 'b'. If assign_item_slot = backward, the next item will go to# 'd' instead.## assign_item_slot = backward## dump_kill_places## In the Vanquished Creatures list, this option controls how the locations of# each kill are displayed. Use 'none' to suppress place display altogether,# 'all' to display all known kill places, anything else to default to showing# the kill place only for single kills## dump_kill_places = all## dump_item_origins## The game remembers where you find items. If you want this item origin memory# listed in your dumps, use this option to select which items get annotated. The# default behaviour is for artifacts and rods to get annotated.## Available selectors: artifacts, ego_arm, ego_weap, jewellery, runes, rods,# staves, books, all.## If you use multiple dump_item_origins lines, the last line takes effect; all# preceding lines are ignored.## If you don't want any items to be annotated, set dump_item_origins to "none",# and set dump_item_origin_price to -1.## dump_item_origins = artifacts, ego_weap, ego_arm, rods, staves, runes
# weapon = (random | short sword | hand axe | spear | mace | trident)# chaos_knight = (Xom | Makhleb | random)# death_knight = (necromancy | Yredelemnul | random)# priest = (Zin | Yredelemnul | random)# race = (Human |...| Merfolk | random)# class = (Fighter |...| Wanderer | random)# random_pick = true
# Base Lua file that's needed by other Lua scripts. You must source this# before you source any Lua script that relies on this. For safety, always# source this first.## lua_file = lua\base.lua
lua_file = lua/base.lualua_file = lua/stash.lualua_file = lua/wield.lualua_file = lua/kills.lualua_file = lua/runrest.lualua_file = lua/gearset.lualua_file = lua/eat.lualua_file = lua/trapwalk.lua
# Control what messages stop shift+running and resting.
##### 4-a Picking up and Dropping ################autopickup = $?!:"/%# default_autopickup = false# safe_autopickup = true# safe_zero_exp = false# pickup_thrown = true# pickup_dropped = false# assign_item_slot = backward
# lua_file = lua\runrest.lua## If you want more detailed kill statistics, you can use a LUA script to do# that. See kills.lua for more ideas.## lua_file = lua\kills.lua## If you'd like to switch quickly between sets of gear, you can use this. See# gearset.lua for more information.## lua_file = lua\gearset.lua## This lua script prompts you to eat chunks in inventory (after prompting for# eating off the floor).## lua_file = lua\eat.lua## stash.lua annotates items to make for easier stash-searches. Weapons are# prefixed by the name of the weapon skill, so you can search for "long blades"# and find everything that exercises that skill. See stash.lua for more details.
ban_pickup = degeneration,decay,confusion,potions? of slowingban_pickup = potions? of strong poison,potions? of poisonban_pickup = inaccuracyban_pickup = scrolls? of paper,immolation,curse armor,curse weaponban_pickup = forgetfulness,uselessness,noise,torment
## Set to true if targeting should wrap around from last to first and vice versa## target_wrap = true## When cycling through items/features with 'x' look-around, setting target_oos# to true allows you to jump the cursor to items and features that are outside# line-of-sight but in the main view. Defaults to true. See also# target_los_first.#target_oos = true
# target_wrap = false# target_oos = false# target_los_first = false# confirm_self_target = true# default_fizzlecheck = true
## When cycling through items/features with the 'x' look-around command, setting# target_los_first to true will force the cursor to squares in line-of-sight# before going to squares outside LOS. Defaults to true.
##### 4-c Passive Sightings #####################
# Allows you to specify special characters as \{nn} when creating macros or# keymaps. For instance, you can macro a key to Enter by specifying a mapping# of \{13} when this is set to true. If you want to map a key to a backslash# with macro_meta_entry set true, escape the backslash as \\.## Defaults to true.#macro_meta_entry = true
heap_brand = reversefriend_brand = hi:greenstab_brand = hi:blue# may_stab_brand = hi:yellow
pickup_dropped = false# assign_item_slot = backward# List of item name regexes for items which autopickup will never touch. You# can use multiple ban_pickup lines.## ban_pickup = degeneration,decay,confusion# ban_pickup = inaccuracy# ban_pickup = scrolls? of paper# Option to turn off colouring the level-map with travel information
## Monsters found by detect creatures will be coloured this colour (defaults# to darkgrey):#detected_monster_colour = lightred## Items found by detect items will be given this colour (defaults to darkgrey)#detected_item_colour = green## Remembered monsters can be shown with their actual colours (real), or# assigned an arbitrary colour by name.## remembered_monster_colour = realremembered_monster_colour = darkgrey# How long travel waits after each move (milliseconds).#
# travel_avoid_terrain = shallow water, deep water# The square of the radius around travel-excluded squares where travel will# refuse to go. Set to zero if you want to exclude single squares.
# stop_travel = Something appears# stop_travel = god:wrath finds you
# Playing sounds:# Option is set as sound = <regex>:<path to sound file>. Your regex should not# include commas or colons.# sound = LOW HITPOINT WARNING:sound\sounds2\danger3.wav# Tracking stashes. Valid options are 'all', 'dropped' and 'explicit'. Anything# else disables stash trackingstash_tracking = all# Filter corpses (14) and chunks of meat (4:21) out of the stash-tracker.# The filter syntax is object class:object subtype. So, to filter, say, potions# of degeneration, you'd use 8:14 (where 8 is for OBJ_POTIONS and 14 is# POT_DEGENERATION). See enum.h for all the magic numbers involved.stash_filter = 14, 4:21# Substrings that will stop travel if they're present in any message the game# displays. Substrings can be comma separated, and multiple stop_travel lines# are accepted.# Stop travel if Xom grants us a gift suddenly.stop_travel = Something appears# To limit a substring match to a message channel, prefix the substring with the# channel name and a colon. For instance, if you want travel to stop when you're# hit by divine retribution, you could use:# stop_travel = god:wrath finds you# If you'd like to stop travel for any message sent to a particular channel, use# a stop_travel line with that message channel name and a colon alone. For# example, if you've an amulet of the gourmand, and are hankering after rotten# meat, or you're playing a ghoul:# stop_travel = rotten_meat:# Stop travel for any god messages (including prayer)stop_travel = god:# verbose dump causes less important item details to appear in character dumps# verbose_dump = false# Colours out of sight map features on the playing screencolour_map = true# Cleans up out of sight monsters and clouds on the mapclean_map = false# To be able to drop multiple items from the drop menu in one go, enable# multidrop (you can also switch to multidrop from the classic drop menu using# the @ key).
##### 4-g Stashes ###############################
# When selecting items using the global select key (, or -) in a multidrop# listing, you can choose to apply a filter - only items whose names match# the filter will be selected. The filter strings are regexes.
##### 4-h Command Enhancements ##################
# For instance, to quickly select carrion and rotting chunks of meat, you# could use:## drop_filter = skeleton, rotting, corpse# Open doors by moving on to them# easy_open = false# Auto-switch to uncursed short blade for butchery (EXPERIMENTAL!)easy_butcher = true# Allows auto removal of armour when dropping it# easy_armour = false# Make confirmation queations easier to answer:# none = force capitals on Y/N questions# safe = force only on questions that will end game# all = never force capitals# WARNING TO KEYPAD USERS: The number 7 is mapped to the letter 'y',# which can result in accidentally answering yes to questions; it is# suggested that you use a value of 'none' or 'safe'easy_confirm = safe# Setting this option to true allows the quitting of item listing with# space as well as escape. These lists are essentially all of those# that are requesting an inventory item and accept '?' and '*'.## The identify list will never easy quit. The default is false.
# auto_list = true# lowercase_invocations = true# easy_open = true# easy_butcher = true# easy_armour = false# easy_confirm = (none | safe | all)
# This option adds the text "uncursed" to items where the# curse status is relevent and known. Does not bother to# show "uncursed" on items that are fully identified (showing pluses),# since that wound be redundant and waste space.show_uncursed = true## The weapon option allows defaulting on the weapon selection screen## Valid weapons are short sword, hand axe, spear, mace, and trident...# although tridents are restricted to only merfolk and gladiators, so# you'll get queries for the illegal cases.## weapon = hand axe## These allow auto-selection of other third-screen options.## Select "random" for random choice.## chaos_knight => Xom or Makleb# death_knight => necromancy or Yredelemnul# priest => Zin or Yredelemnul## chaos_knight = xom# death_knight = necromancy# priest = random## The random_pick option will randomly generate a character.# The above options (weapons and class options) will override where# appropriate.## random_pick = true# Macro colours to other colours## Useful for terminals where some colours are hards to read (and cannot# be adjusted), as well as for creating a custom scheme, especially# when used with the background option on a terminal with a non-black# background.## Format is colour.OLDCOLOUR = NEWCOLOUR, later rules take preference and# the NEWCOLOUR is always literal (ie. it won't re-evaluate to a different# colour).## The colours are:## black, blue, green, cyan, red, magenta, brown, lightgrey, darkgrey,# lightblue, lightgreen, lightcyan, lightred, lightmagenta, yellow, white## lightgray = lightgrey, darkgray = darkgrey# colour.lightgray = black# colour.white = black# colour.lightcyan = cyan# colour.yellow = brown## always_greet will give the race/class and god messages everytime the# game is started.#always_greet = true# Set the default background colour of your window# Warning: setting this to a value different than the window's background# colour, will probably result in some very ugly results.# background = white
# default_autoprayer = true# sort_menus = true
# Brand friendly monsters with a curses attribute... these might not# do what you think, it depends on the terminal being used (and won't# work with non-curses compiles).## Available options, with typical results:## standout -- often the same as reverse, might be underline or dim# bold -- used by colour curses for brightening foreground colours# blink -- used by colour curses for brightening background colours# reverse -- this will probably work# dim -- probably no effect# underline -- this will probably work# highlight:col -- set background colour of highlighted monsters to "col"## This is somewhat interesting (blink here is used to give friends a# dark grey background, and then we change dark grey so we can see bats):## friend_brand = blink# colour.darkgrey = magenta## Brand friends with a green background. If the friend is itself green, it'll# show up as black on green.## friend_brand = hi:greenfriend_brand = reverse## Stab warning.## Some deities object to you stabbing monsters. Certain classes specialise# in stabbing monsters. For both these cases, it helps to identify monsters# that are susceptible to being stabbed without using the 'x' command. This# option brands sleeping monsters. All the normal 'brand' options apply.## stab_brand = hi:blue## Stabbing may be possible even if the monster is not asleep (if it's confused,# for instance). This option brands monsters that you *might* be able to stab,# provided the monster is adjacent to you. Primarily useful for worshippers of# The Su^WShining One. Purists may consider this unnecessarily spoily and a# cheat. Direct such opinions to <scintilla@gmail.com>## may_stab_brand = hi:darkgrey### On DOS and Windows, if you're using a console that can do high-intensity# background colours, set this option to true for superior friend-branding.# If your console doesn't like this option, some friendly monsters will appear# as blinking characters (and setting this option to false may be advisable# to preserve your sanity in such cases).## dos_use_background_intensity = true# Colour items on level-map## item_colour = true# Brand heaps of items (more than one item or stack). Options apply as for# friend_brand.## heap_brand = reverse# Message channel options:## Format is channel.CHANNEL_NAME = (COLOUR|mute|default|on|off|plain)## CHANNEL_NAME can currently be one of these:# plain = regular text (and things "uncoloured")# prompt = input prompts to the player# god = messages from the gods# duration = messages about character spells/effects wearing off# danger = serious threats to the characters existence# food = warnings about food# warning = various other warnings# recovery = recovery from disease/stat loss/poison conditions# talk = monsters talking (acting)# intrinsic_gain = level/stat/species power gains# mutation = gain/lose mutations# monster_spell = messages about monsters gesturing and casting spells# monster_enchant = messages pertaining to monster enchantments (up or down)# monster_damage = messages telling how damaged a monster is# rotten_meat = messages about chunks/corpses becoming rotten## COLOUR can be any of the colours in the colour section above.## Other channel options:## mute = show no messages from channel (dangerous, be careful!)# default = turn channel on to it's default scheme# alternate = turn channel on to it's alternate "colourful" scheme# on = same as default# plain = make channel the same colour as the "plain" channel# (won't do anything silly like "mute" if plain == mute, though)# off = same as plain## Note: The only multi-colour channels currently are monster_damage and# god. Setting god to a COLOUR will make all god messages that# colour. Setting monster_damage to a colour will make the# "monster dies" messages that colour, and the "injured" messages# will be plain coloured. More control of these and other channels# will be coming later.## channel.plain = green# channel.talk = mute# channel.warning = plain# channel.diagnostic = mute# channel.rotten_meat = yellow# channel.god = alternate# channel.mutation = green## hp_warning gives "* * * LOW HITPOINT WARNING * * *" on the danger channel# when the player takens damage and their hitpoints are less than this# percentage of their maximum (use 0 to turn off these messages).
# show_uncursed = false
# Use to preselect race. Argument can be:## - letter used in the character creation process# - two letter abbreviation used on the high score board# - a string to match against the full name
# menu_colour = lightred: cursed.*(worn|neck|hand|weapon)\)# menu_colour = green:(worn|neck|hand|weapon)\)# menu_colour = red: cursed
# Fire command options## fire_items_start - sets the first inventory item to consider (default is a)## fire_order - controls when to consider types of items## launcher, dart, stone, dagger, spear, handaxe, club## The list should be on one line, with commas between items.## Launcher refers to firing the appropriate missile for the wielded# weapon (ie crossbow, bow, sling)... you'll probably want it first, as# it'll be ignored when you're not wielding a ranged weapon. The default# is "launcher, dart" which matches the old behaviour.#fire_items_start = cfire_order = launcher, dart, stone## auto_list## Setting this to true if you want to automatically list appropriate# inventory items for commands like quaff and read. This is like# immediately hitting '?', and can be confusing to beginners because# they won't get to see the prompts.## This option does not apply to spell casting... Conjurers would probably# find that really annoying.## auto_list = true
# autoinscribe = royal jell:=g
# These are useful when using macros. Setting one of these# sub-options to true will cause the entire input buffer to# be dumped and thus effectively stop the macro.## The sub-options currently are (and their defaults):## failure -- when spells/abilities get miscast (true)# command -- whenever the game is aboutn to get the next command (false)# message -- whenever the game outputs a non-mute message (false)#
# kill_map = friend:you, other:you# dump_kill_places = (single | all | none)# dump_item_origins = all,artifacts,ego_arm,ego_weap,jewellery,runesdump_item_origin_price = 100dump_message_count = 4# dump_order = header,stats,misc,notes,inventory,skills# dump_order += spells,mutations,messages,screenshot,kills# verbose_dump = true
# Set this to false to have the "in hand" description on the main screen# the same as the inventory. The default setting of true will give the# newer more terse description that should fit the limited space better# (but will be harder for newbies to understand).# terse_hand = false
# use_notes = falsenote_items = rod,book,runeood_interesting = 8# note_hp_percent = 5# note_skill_levels = 1,5,10,15,27# note_skill_max = true
Dungeon Crawl version 3.40(Copyright 1997, 1998, 1999 Linley Henzell)Crawl is a fun game in the grand tradition of games like Rogue, Hack andMoria. Your objective is to travel deep into a subterranean cave complex andretrieve the Orb of Zot, which is guarded by many horrible and hideouscreatures.Detailed instructions for playing Crawl follow. If you want to get into thegame quickly, read the quick-start guide (README.TXT) and learn as you play.Otherwise, it may be worth your while to read at least part of this file(although it will probably confuse you somewhat). Read at least the disclaimerat the end of this document and the LICENCE.TXT file, though.----------------------------------------------------------------------------CHARACTER SPECIES----------------------------------------------------------------------------You have a number of different species to choose from. This affects severalcharacteristics:o Your choice of classeso Your initial attributeso Occasional bonus points added to some abilitieso The amount of hit points you get each levelo The amount of magic points you get each levelo Your initial equipmento Your rate of level advancemento Your rate of skill advancemento Various special abilities and powersNote: Some species are slower than humans in most/all skills. For someclasses these races may seem to have very few skills because they haven'tquite earned the first level of several of their skills (Centaurs arenotable in this regard... although non-human Wanderers can appear tostart with no apparent skills at all). This isn't a bug or an oversight,these species are just particularly weaker than humans at these classes.If you practise the skills you think or know are missing early on, theyshould pick up the remaining skills very quickly (and their training will bemore complete).The species:Human:Humans tend to be hardworking and industrious, and learn new things quickly.The human race is the most versatile of all the species available toplayers. Humans advance quickly in levels and have equal abilities in allskills. Humans can also be of any class.Elves:There are a number of distinct races of elf in the world. Elves are allphysically slight but long-lived people, quicker-witted than humans butsometimes slower to learn new things. Elves are especially good at usingthose skills which require a degree of finesse, such as stealth, sword-fighting and archery, but tend to be poor at using brute force and inelegantforms of combat. They find heavy armour uncomfortable, and make the finest,lightest armours to be found anywhere. Elves are particularly good at usingelven weapons.Due to their fey natures, all elves are good at using enchantments and airelemental magic and most are poor at invoking the powers of earth and death(necromancy).Those of the most common strain are referred to simply as elves or, whenthey're not listening, as 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 moreslowly.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.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.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.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.Dwarves:Dwarves are short, hardy people. They love to fight, and often venture forthfrom their subterranean cities to seek fame and fortune through battle.Their armour and weapons are very well-crafted and much more durable thanthe products of lesser artisans. Dwarves are particularly dangerous whenusing 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 orat using polearms (which are usually too big for them to wield comfortably).The only forms of magic which they can use with even a minimal degree ofaptitude are earth, fire and conjurations. They advance in levels at asimilar rate to common elves.Mountain dwarves come from the larger, more civilised communities of themountains. They advance slightly more quickly than hill dwarves and arealmost as robust while having similar aptitudes, but are slightly worse atfighting while being slightly better at more civilised pursuits.Halflings:Halflings, who are named for being about half the size of a human, live insmall villages. They live simple lives, and have simple interests. Sometimes a particularly restless halfling will leave his or her village insearch of adventure.Halflings are very small and are among the least robust of any characterspecies. Although only average at most fighting skills, they can use shortblades well and are good at all forms of missile combat. They are also verystealthy and good at dodging and stabbing, but are poor at magic (exceptenchantments and, for some reason, translocations). They advance in levelsas rapidly as humans. Halflings cannot wield large weapons.Gnomes:Gnomes are an underground-dwelling race of creatures, related to thedwarves but even more closely in touch with the earth.They are quite small, and share many of their characteristics withhalflings (except for the great agility), although they advance slightlymore slowly in experience levels. They are okay at most skills, butexcellent at earth elemental magic and very poor at air magic.Occasionally they can use their empathy with the earth to sense theirsurroundings; this ability increases in power as they gain experiencelevels.Orcs:Hill orcs are orcs from the upper world who, jealous of the riches whichtheir cousins the cave orcs possess below the ground, descend in search ofplunder and adventure.Hill orcs are as robust as the hill dwarves, but have very low reserves ofmagical energy. Their forte is brute-force fighting, and they are skilled atusing most hand weapons (with the exception of short blades, at which theyare only fair), although they are not particularly good at using missileweapons. They prefer to use their own weapons. Orcs are poor at using mosttypes of magic with the exception of conjurations, necromancy, and earth andfire elemental magic. They advance as quickly as humans.Kobolds:Kobolds are small, ugly creatures with few redeeming features. They are notthe sort of people you would want to spend much time with, unless you happento be a kobold yourself.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, but are carnivorous and canonly eat meat. They advance in levels as quickly as humans.The Undead:As creatures brought back from beyond the grave they are naturally immune topoisons and negative energy, have little warmth left to be affected by cold,and are not susceptible to reductions in their physical or mental abilities.There are two type of undead available to players: Mummies and Ghouls.Mummies:Mummies are undead creatures who travel into the depths in search ofrevenge, redemption, or just because they want to.Mummies progress very slowly in level, half again as slow as humans, and 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.Ghouls: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.They aren't very good at doing most things, although they make decentfighters and, due to their contact with the grave, can use ice, earth anddeath magic without too many difficulties.Naga:The Naga are a race of hybrids: humanoid from the waist up, with a largesnake tail instead of legs.They are reasonably good at most things and advance in experience levels ata decent rate. They are naturally immune to poisons, can see invisiblecreatures, and have tough skin, but their tails are relatively slow andcannot move them around as quickly as can other creatures' legs (this onlyaffects their movement rate; all other actions are at normal speed). Theirbody shape also prevents them from gaining full protection from most armour.Every now and then, a naga can spit poison; the range, accuracy and damageof this poison increases with the naga's experience level.Ogres and Ogre Mages:Ogres are huge, chunky creatures related to orcs. They are terrible monsterswho usually live to do nothing more than smash, smash, smash, and destroy.They have great physical strength, but are bad at almost everything exceptfighting and learn quite slowly. Because of their large size they can onlywear loose robes, cloaks and animal skins. Although ogres can eat almostanything, their size means that they need to do so more frequently thansmaller folk.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.Trolls:Trolls are like ogres, but even nastier. They have thick, knobbly skins ofany colour from putrid green to mucky brown and their mouths are full ofichor-dripping fangs.They can rip creatures apart with their claws, and regenerate very quicklyfrom even the most terrible wounds. They learn very slowly indeed - evenmore slowly than high elves - and need a great amount of food to survive.Draconians:Draconians are a race of human-dragon hybrids: humanoid in form andapproximately human-sized, with wings, tails and scaly skins. Draconiansstart out in an immature form with brown scales, but as they grow inpower they take on a variety of colours.Some types of draconians have breath weapons. Draconians advance very slowlyin level, but are reasonably good at all skills but armour (most types ofwhich they cannot wear) and missile weapons.Centaurs:The Centaurs are another race of hybrid creatures: horses with a humantorso. They usually live in forests, surviving by hunting.Centaurs can move very quickly on their four legs, and are excellentwith bows and other missile weapons; they are also reasonable at theFighting skill while being slow learners at specific weapon skills. Theyadvance quite slowly in experience level and are rather sub-average atusing magic. Due to their large bulk, they need a little extra food tosurvive.Demigods:Demigods are mortals (humans, orcs or elves, for example) with some divineor angelic ancestry, however distant; they can be created by a number ofprocesses including magical experiments and the time-honoured practice ofinterplanar miscegenation.Demigods look more or less like members of their mortal part's race, buthave excellent abilities (strength, int, dex) and are extremely robust; theycan also draw on great supplies of magical energy. On the downside theyadvance very slowly in experience, gain skills slightly less quickly thanhumans, and due to their status cannot worship the various Gods and Powersavailable to other classes of being.Spriggans:Spriggans are small magical creatures distantly related to elves. Theylove to frolic and cast mischevious spells.They are poor fighters, have little physical resilience, and are terrible atdestructive magic - conjurations, summonings, necromancy and elementalspells. On the other hand, they are excellent at other forms of magic andare very good at moving silently and quickly. So great is their speed that aspriggan can keep pace with a centaur.Minotaurs:The minotaur is yet another hybrid - a human body with a bovine head. Itdelves into the Dungeon because of its instinctive love of twistingpassageways.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:Demonspawn are horrible half-mortal, half-infernal creatures - the flip sideof the Demigods. Demonspawn can be created in any number of ways: magicalexperiments, breeding, unholy pacts, etc. Although many demonspawn may beindistinguishable from those of pure mortal stock, they often grow horns,scales or other unusual features. Powerful members of this class of beingsalso develop a range of unholy abilities, which are listed as mutations (andcan sometimes be activated with the 'a' command).Demonspawn advance quite slowly in experience and learn most skills at aboutthe same rate as do Demigods. However, they are a little better at fightingand much better at conjurations, summonings, necromancy and invocations.Kenku:The Kenku are an ancient and feared race of bird-people with a legendarypropensity for violence. Basically humanoid with bird-like heads and clawedfeet, the kenku can wear all types of armour except helmets and boots.Despite their lack of wings, powerful kenku can fly and very powerfulmembers of this race can stay in the air for as long as they wish to do so.They are experts at all forms of fighting, including the magical arts ofcombat (conjurations, summonings and, to a lesser extent, necromancy). Theyare good at air and fire elemental magic, but poor at ice and earth magic.Kenku do not appreciate any form of servitude, and so are poor at usinginvocations. Their light avian bodies cannot sustain a great deal of injury.Merfolk:The Merfolk are a hybrid race of half-human, half-fish that typicallylive in the oceans and rivers and seldom come onto the land. The merfolkaren't as limited on land as some myths suggest, their tails will quicklyreform into legs once they leave the water (and, likewise, their legswill quickly reform into a tail should they ever enter water). Theiragility is often misjudged, and they tend to be surprising nimble onland as well as in the water. Experts at swimming they need not feardrowning as they can quickly slip out of any encumbering armour duringthe 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 quite well.As spellcasters, they tend to be quite good in specific areas. Theirmystical relationship with water makes it easier for them to usedivination, 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 to them.Note:Some species have special abilities which can be accessed by the 'a'abilities menu. Some also have physical characteristics which allow themto make extra attacks using the Unarmed Combat skill.----------------------------------------------------------------------------CHARACTER CLASSES----------------------------------------------------------------------------In your quest, you play as one of a number of different types of characters.Although each has its own strengths and weaknesses, some are definitelyeasier than others, at least to begin with. The best classes for a beginnerare probably Gladiators, fighters and Berserkers; if you really want to playa magician, try a Conjurer. Each class starts out with a different set ofskills and items, but from there you can shape them as you will.Fighters:Fighters start with a decent weapon, a suit of armour and a shield. Theyhave a good general grounding in the arts of fighting.Gladiators:The Gladiator is trained to fight in the ring, and so is an expert in theart of fighting but is not so good at anything else. In fact, Gladiators arepretty terrible at anything except bashing monsters with heavy things. Theystart with a nasty weapon, a small shield, and armour.Berserkers:Berserkers are hardy warriors who worship Trog the Wrathful, from whom theyget the power to go berserk (as well as a number of other powers should theyprove worthy) but who forbids the use of spell magic. They enter the dungeonwith an axe and a set of leather armour.Hunters:The Hunter is a type of fighter who specialises in missile weapons. A Hunterstarts with a bow and some arrows, as well as a hunting knife and a set ofleathers.Monks:The Monk is a member of an ascetic order dedicated to the perfection ofone's body and soul through the discipline of the martial arts. Monks startwith very little equipment, but can survive without the weighty weapons andspellbooks needed by other classes.Thieves:The Thief is one of the trickiest classes to play. Thieves start out with alarge variety of useful skills, and need to use all of them to survive.Thieves start with a short sword, some throwing darts, and light armour.Assassin:An Assassin is a thief who is especially good at killing. Assassins are likethieves in most respects, but are more dangerous in combat.Stalkers:The stalker is an assassin who has trained in the use of poison magic.Crusaders:The Crusader is a decent fighter who can use the magical art of enchantmentto become more dangerous in battle. Crusaders start out lightly armed andarmoured, but equipped with a book of martial spells.Reavers:Reavers are warriors who learn the magics of destruction in order tocomplement their deadliness in hand combat.Death Knights:The Death Knight is a fighter who aligns him or herself with the powers ofdeath. There are two types of Death Knights: those who worship and drawtheir abilities from the Demon-God Yredelemnul, and those who study thefearsome arts of necromancy.Chaos Knights:The Chaos Knight is a fighter who chooses to serve one of the fearsome andunpredictable Gods of Chaos. He or she has two choices: Xom or Makhleb.Xom is a very unpredictable (and possibly psychotic) entity who rewardsor punishes according to whim. Makhleb the Destroyer is a more purposefulGod, who appreciates destruction and offers a variety of very violentpowers to the faithful.Paladins:The Paladin is a servant of the Shining One, and has many of the abilitiesof the Fighter and the Priest. He or she enters the dungeon with a sword,a shield, a robe, and a healing potion.Priests:Priests serve either Zin, the ancient and revered God of Law, or 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.Healers:The Healer is a priest of Elyvilon. Healers begin with minor healingpowers, but can gain far greater abilities in the long run.Magicians:The magician is not a class, but a type of class. A magician is the bestat using magic. Magicians start with a dagger, a robe, and a book ofspells which should see them through the first several levels. There arevarious kinds of magicians:A Wizard is a magician who does not specialise in any area of magic.Wizards start with a variety of magical skills and the magic dart spell inmemory.The Conjurer specialises in the violent and destructive magic ofconjuration spells. Like the Wizard, the Conjurer starts with the magicdart spell.The Enchanter specialises in the more subtle area of enchantment magic.Although not as directly powerful as conjurations, high-level enchantmentsoffer a wide range of very handy effects. The Enchanter begins withlightly enchanted weapons and armour, but no direct damage spell (sinceenchantments does not deal with direct attacks). Instead they beginwith the "confusing touch" spell and some enchanted darts, which shouldhelp them out until they can use the higher level enchantment spells.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 pleasant side ofmagic. Necromantic spells are a varied bunch, but many involve some degreeof risk or harm to the caster.Elementalists are magicians who specialise in one of the four types ofelemental magic: air, fire, earth, or ice.Fire Magic tends towards destructive conjurations.Ice Magic offers a balance between destructive conjurations andprotective enchantments.Air Magic provides many useful enchantments in addition to someunique destructive capabilities.Earth Magic is a mixed bag, with destructive, defensive and utilityspells available.Venom mages specialise in poison magic, which is extremely useful in theshallower levels of the dungeon where few creatures are immune to it. Poisonis especially effective when used against insects.Transmuters specialise in transmigrations, and can cause strange changesin themselves and others.Warpers specialise in translocations, and are experts in travelling longdistances and positioning themselves precisely.Wanderers:Wanderers are people who have not learned a specific trade. Instead,they've travelled around becoming "Jacks-of-all-trades, master of none".They start the game with a large assortment of skills and maybe somesmall items they picked up along the way, but other than that they'repretty much on their own. Non-human wanderers might not even know whichskills they have (since they haven't quite learned enough for one fulllevel), and therefore make for an additional challenge. You shouldn'texpect human wanderers to be easy either, as this class is typicallyharder to play than the other classes.----------------------------------------------------------------------------EXPERIENCE----------------------------------------------------------------------------When you kill monsters, you gain experience points (xp) (you also receiveone half experience for monsters killed by friendly creatures). When youget enough xp, you gain an experience level, making your character morepowerful. As they gain levels, characters gain more hit points, magicpoints, and spell levels.Additionally, the experience you gain is used for your experience pool.This pool of points is used up whenever you practice a skill.----------------------------------------------------------------------------SKILLS----------------------------------------------------------------------------Your character has a number of skills which affect his or her ability toperform certain tasks. You can see your character's skills by pressing the 'm'key; the higher the level of a skill, the better you are at it. Every timeyour character gains experience points, those points become available toincrease skills. You convert experience points into skill levels by practisingthe skill in question (eg fight with a certain type of weapon, cast a certaintype of spell, or walk around wearing light armour to practise stealth). Theamount of unassigned experience points is shown next to your experience totalon the main screen as well as on the skills screen, and the number in bluenext to each skill counts down from 9 to 0 as you get closer to gaining alevel in that skill.You can elect not to practise a particular skill by selecting it in the skillscreen (making it turn dark grey). This means that you will be less likely toincrease that skill when you practise it (and will also not spend as manyexperience points on it). This can be useful for skills like stealth which useup points whenever you move. It can also be used on a specific weapon skill ifyou want to spend more points on Fighting, and similarly with magic skills andSpellcasting.The species you have chosen for your character has a significant effect onyour rate of advancement in each skill. Some races are very good at someskills and poor at others. If your character is naturally quick to learn askill, they will require less experience and take less time to advance in it;being bad at a skill has the opposite result.Here is a description of the skills you may have:Fighting skills:Fighting is the basic skill used in hand-to-hand combat, and applies nomatter which weapon your character is wielding (if any). It is also theskill which determines the number of hit points your character gets asthey increase in level (note that this is calculated so that you don't geta long run advantage by starting out with a high fighting skill).Weapon skills affect your ability to fight with specific melee weapons.Weapon skills include:o Short Bladeso Long Bladeso Maces & Flailso Axeso Staveso PolearmsIf 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 practise willbe speeded up (and will require less experience) until both skills areequal. Similar types of weapons include:o Short Blades and Long Bladeso Maces & Flails and Axeso Polearms and Axeso Staves and PolearmsBeing good at a specific weapon improves the speed with which you can useit 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 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 combination withheavy armour, and characters wearing a shield or wielding a two-handedweapon other than a staff lose the powerful punch attack.Throwing skills:Throwing is the basic skill used when throwing things, and there are anumber of individual weapon skills for missile weapons as well:o Dartso Bowso Crossbowso SlingsMagic skills:Spellcasting is the basic skill for magic use, and affects your reserves ofmagical energy in the same way that Fighting affects your hit points. Everytime you increase your spellcasting skill you gain some magic points andspell levels. Spellcasting is a very difficult skill to learn, and requiresa large amount of practice and experience.Only those characters with at least one magic skill at level one or abovecan learn magical spells. If your character has no magic skills, he or shecan learn the basic principles of the hermetic arts by reading and recitingthe spells inscribed on magical scrolls (this stops being useful once youreach level one in Spellcasting).There are also individual skills for each different type of magic; thehigher the skill, the more powerful the spell. Multidisciplinary spells usean average of the two or three skills.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 skills higherthan the one you are practising. This is especially true if those skills are'opposed' to the one you're practising: fire and ice are mutually opposed,as are earth and air.Say you have level 2 fire magic, level 4 ice magic, and level 1 air magic.Practising ice magic won't be a problem. Practising air magic will be a bitslow, as you have other elemental skills at higher levels. Practising firemagic will be very slow, as you have a higher level in ice magic. Right?Miscellaneous skills:Armour:Having a high Armour skill means that you are used to wearing heavy armour,allowing you to move more freely and gain more protection.Dodging:When you are wearing light armour, a high dodging skill helps you evadeattacks.Stealth:Helps you avoid being noticed. Try not to wear heavy armour or be encumberedif you want to be stealthy. Big creatures (like trolls and ogres) are bad atstealth.Stabbing:Lets you make a very powerful first strike against a sleeping/restingmonster who hasn't noticed you yet. This is most effective with a dagger,slightly less effective with a short sword, and less useful (although byno means of negligible effect) with any other weapon.Shields:Affects the amount of protection you gain by using a shield, and the degreeto which it hinders you.Traps & Doors:Affects your ability to notice hidden traps and doors and to disarm trapswhen you find them. With this skill at a high level you will often findhidden things without actively looking for them.Invocations:An easy-to-learn skill which affects your ability to call on your God foraid. Those skilled at invoking have reduced fail rates and produce morepowerful effects. The Invocations skill affects your supply of magic in asimilar way to the Spellcasting skill and to a greater extent, but the twoare not cumulative - whichever gives the greater increase is used. SomeGods (such as Trog) do not require followers to learn this skill.If your character does not have a particular skill, s/he can gain it bypractising as above.----------------------------------------------------------------------------ABILITIES----------------------------------------------------------------------------Your character is further defined by his or her abilities, which initiallyvary according to class and species.Strength:Affects the amount of damage you do in combat, as well as how much stuffyou can carry.Intelligence:Affects how well you can cast spells as well as your ability to use somemagical items.Dexterity:Affects your accuracy in combat, your general effectiveness with missileweapons, your ability to dodge attacks aimed at you, and your ability to usethiefly skills such as backstabbing and disarming traps. Although yourdexterity does not affect your evasion score (EV) directly, any calculationinvolving your EV score also takes account of your dexterity.Armour Class:Also called AC, when something injures you, your AC reduces the amount ofdamage you suffer. The number next to your AC is a measure of how good yourshield (if any) is at blocking attacks. In both cases, more is better.Evasion:Also called EV, this helps you to avoid being hit by unpleasant things.Gold:This is how much money you're carrying. Money adds to your final score,and can be used to purchase items in shops.Magic Resistance:Affects your ability to resist the effects of enchantments and similarmagic directed at you. Although your magic resistance increases with yourlevel to an extent determined by your character's species, the creatures youwill meet deeper in the dungeon are better at casting spells and are morelikely to be able to affect you. MR is an internal variable, so you can'tsee what yours is.Special Abilities:Sometimes characters will be able to use special abilities, for examplethe Naga's ability to spit poison or the magical power to turn invisiblegranted by a ring. These are accessed through the 'a' command.----------------------------------------------------------------------------ITEMS----------------------------------------------------------------------------In the dungeons of Crawl there are many different kinds of normal and magicalartefacts to be found and used. Some of them are useful, some are nasty, andsome give great power, but at a price. Some items are unique; these haveinteresting properties which can make your life rather bizarre for a while.They all fall into several classes of items, each of which is used in adifferent way. Here is a general list of what you might find in the course ofyour adventures:Weapons: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 differing amount ofdamage, has a different chance of hitting its target, and takes adifferent amount of time to swing. You should choose your weaponscarefully; trying to hit a bat with a greatsword is about as clever asbashing a dragon with a club. For this reason it is wise to have a goodmixture of weapon skills. Skills affect damage, accuracy and speed.Weapons can be enchanted; when they are identified, they have values whichtell you how much more effective they are than an unenchanted version. Thefirst number is the enchantment to-hit, which affects the weapon'saccuracy, and the second is its damage enchantment; weapons which are notenchanted are simply '+0'. Some weapons also have special magical effectswhich make them very effective in certain situations. Some types of handweapons (especially daggers, spears and hand axes) are quite effectivewhen thrown.You can wield weapons with the 'w' command, which is a very quick action.If for some reason you want to go bare-handed, type 'w' followed by ahyphen ('-'). Note that weapons are not the only class of item which youcan wield.The ' (apostrophe) key is a shortcut which automatically wields item a. Ifitem a is being wielded, it causes you to wield item b instead, if possible.Try assigning the letter a to your primary weapon, and b to your bow orsomething else you need to wield only sometimes. Note that this is just atyping shortcut and is not functionally different to wielding these itemsnormally.Ammunition:If you would rather pick off monsters from a safe distance, you will needammunition for your sling or bow. Darts are effective when simply thrown;other kinds of ammunition require you to wield an appropriate device toinflict worthwhile damage. Ammunition has only one "plus" value, whichaffects both accuracy and damage. If you have ammunition suitable forwhat you are wielding, the 'f' command will choose the first lot in yourinventory, or you can use the 't' command to throw anything. If you areusing the right kind of hand weapon, you will "shoot" the ammunition,otherwise you "throw" it.When throwing something, you are asked for a direction. You can eitherenter one of the directions on your keypad, or type '*' and move thecursor over your target if they are not in a direct line with you. Whenthe cursor is on them, press '.' (period) or delete to target them (youcan also target an empty space if you want). If you press '>' instead of'.', the missile will stop at that space even if it misses, and if thetarget space is water, it may hit anything which might be lurking beneaththe surface (which would otherwise be missed completely). If you type '.'(or del) instead of a direction or '*', or if you target yourself asdescribed above, you throw whatever it is at yourself (this can be usefulwhen zapping some wands; see later). Also, if you type 'p' instead of adirection or '*', you will target your previous target (if stillpossible).Armour:This is also rather important. When worn, most armour improves your ArmourClass, which decreases the amount of damage you take when somethinginjures you. Unfortunately the heavier types of armour also hamper yourmovement, making it easier for monsters to hit you (ie reducing yourevasion score) and making it harder for you to hit monsters. These effectcan be mitigated by a high Armour skill. Wearing heavy armour alsoincreases 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 it lets youblock some of the attacks aimed at you and absorbs some of the damage youwould otherwise receive from things like dragon breath and lightningbolts. Wearing a shield (especially a large shield) makes you lesseffective in hand combat. Shields are more effective when you're fighting asmall number of foes than when you're surrounded.Some magical armours have special powers. These powers are sometimesautomatic, affecting you whenever you wear the armour, and sometimes mustbe activated with the 'a' command.You can wear armour with the 'W' command, and take it off with the 'T'command.Food:This is extremely important. You can find many different kinds of food inthe dungeon. If you don't eat when you get hungry, you will eventuallydie of starvation. Fighting, carrying heavy loads, casting spells, andusing some magical items will make you hungry. When you are starving youfight less effectively as well. You can eat food with the 'e' command.Magical Scrolls: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) with the'r' command.Magical Potions: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, but there are manyother varieties of potions to be found. Potions can be quaffed (drunk)with the 'q' command. Try to avoid drinking poisonous potions!Wands:Sometimes you will be lucky enough to find a stick which contains storedmagical energies. Wands each have a certain amount of charges, and a wandwill cease to function when its charges run out. You must identify a wandto find out how many uses it has left. Wands are aimed in the same way asmissile weapons, and you can invoke the power of a wand by 'z'apping it.Rings:Magical rings are among the most useful of the items you will find in thedungeon, but can also be some of the most hazardous. They transfer variousmagical abilities onto their wearer, but powerful rings like rings ofregeneration or invisibility make you hunger very quickly when activated.You can put on rings with the 'P' command, and remove them by typing 'R'.You can wear up to two rings simultaneously, one on each hand; which handyou put a ring on is immaterial to its function. Some rings functionautomatically, while others require activation (the 'a' command).Amulets are similar to rings, but have a different range of effects (whichtend to be more subtle). Amulets are worn around the neck, and you canwear only one at a time.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, and hold spells which you can cast without havingto memorise them first, and also without consuming food. You must wield astaff like a weapon in order to gain from its power, and magical stavesare as effective as +0 quarterstaves in combat. Spell staves can beInvoked with the 'I' command while you are wielding them.Books:Most books contain magical spells which your character may be able to learn.You can read a book with the 'r' command, which lets you access adescription of each spell, or memorise spells from it with the 'M' command.Some books have other special effects, and powerful spellbooks have beenknown to punish the attentions of incompetent magicians.Carrion:If you manage to kill a monster delicately enough to avoid scattering bitsof it around the room, it may leave a corpse behind for you to play with.Despite the fact that corpses are represented by the same '%' sign asfood, you can't eat them without first cutting them into pieces with the'D' command, and being extremely hungry helps as well. Even then, youshould choose your homemade food with great care.Miscellaneous:These are items which don't fall into any other category. You can use manyof them by wielding and 'I'nvoking them. You can also use some otherspecial items (such as some weapons) by invoking them in this way.Racial Items:Some items have been crafted by members of a gifted race, and have specialproperties. In addition, items made by a specific race work better in thehands of people of that race.Dwarven weapons and armours are very durable, and do not rust or corrodeeasily.Orcish bows/crossbows are particularly effective in combination with orcisharrows/bolts.Elven armour is unusually light, and does not affect the dodging or stealthof its wearer to the extent that other armours do. Elven cloaks and bootsare particularly useful to those who wish to be stealthy, and elven bows areparticularly effective in conjunction with elven arrows.Getting Items:You pick items up with the ',' (comma) command and drop them with the 'd'ropcommand. When you are given a prompt like "drop which item?" or "pick up<x>?", if you type a number before either the letter of the item, or 'y' or'n' for yes or no, you will drop or get that quantity of the item.Typing 'i' gives you an inventory of what you are carrying. When you aregiven a prompt like "Throw [or wield, wear, etc] which item?", you can typethe letter of the item, or you can type '?' or '*' to get an inventory list.'?' lists all appropriate items, while '*' lists all items, appropriate ornot. When the inventory screen is showing "-more-", to show you that thereis another page of items, you can type the letter of the item you wantinstead of space or enter.You can use the adjust command (the '=' key) to change the letters to whichyour possessions are assigned. This command can be used to change spellletters as well.Some items can be stickycursed, in which case they weld themselves to yourbody when you use them. Such items usually carry some kind of disadvantage:a weapon or armour may be damaged or negatively enchanted, while rings canhave all manner of unpleasant effects on you. If you are lucky, you mightfind magic which can rid you of cursed items.Items like scrolls, potions and some other types each have a characteristic,like a label or a colour, which will let you tell them apart on the basis oftheir function. However, these characteristics change between each game, sowhile in one game every potion of healing may be yellow, in another gamethey might all be purple and bubbly. Once you have discovered the functionof such an item, you will remember it for the rest of the current game. Youcan access your item discoveries with the '\' key.A very useful command is the 'v' key, which gives you a description of whatan item does. This is particularly useful when comparing different types ofweapons, but don't expect too much information from examining unidentifieditems.----------------------------------------------------------------------------RELIGION----------------------------------------------------------------------------There are a number of Gods, Demons and other assorted Powers who will acceptyour character's worship, and sometimes give out favours in exchange. You canuse the '^' command to check the requirements of whoever it is that youworship, and if you find religion to be an inconvenience you can alwaysrenounce your faith (use the 'a' command - but some Gods resent beingscorned!).The 'p' command lets you pray to your God. Anything you do while praying, youdo in your God's name - this is how you dedicate your kills or corpse-sacrifices ('D' command) to your God, for example. Praying also gives you asense of what your God thinks of you, and can be used to sacrifice things ataltars.To use any powers which your God deems you fit for, access the abilities menuwith the 'a' command; God-given abilities are listed as invocations.Some classes start out religious; others have to pray at an altar to dedicatethemselves to a life of servitude. There are altars scattered all over thedungeon, and your character has heard rumours of a special temple somewherenear the surface.----------------------------------------------------------------------------MUTATIONS----------------------------------------------------------------------------Although it would doubtless be a nice thing if you could remain geneticallypure, there are too many toxic wastes and mutagenic radiations in the Dungeonfor that to be possible. If your character is so affected by these that he orshe undergoes physiological change, you can use the 'A' command to see howmuch of a freak they've become and the 'a' command to activate any mutationswhich can be controlled.You can also become mutated by overusing certain powerful enchantments,particularly Haste (not the kind you get from being berserk) and Invisibility,as your system absorbs too much magical energy - but you would have to spendalmost all of your time hasted or invisible to be affected. However, somepowerful items radiate dangerous levels of magical energy. More often thannot, the mutations caused by magical radiations express harmfully.Any demonic powers your character may have are listed in red; these arepermanent and can never be removed. If one of your powers has been augmentedby a mutation, it is displayed in a lighter red colour.----------------------------------------------------------------------------SPELLCASTING----------------------------------------------------------------------------Magical spells are a very important part of surviving in the dungeon. Everycharacter class can make use of magical spells, although those who enter thedungeon without magical skills must practise by reading scrolls before theycan attempt spellcasting.Spells are stored in books, which you will occasionally find in the dungeon.Each spell has a Level, which denotes the amount of skill required to use itas well as indicating how powerful it may be. You can only memorise a certainnumber of levels of spells; type 'M' to find out how many. When you gainexperience levels, you can memorise more, and you will need to save up forseveral levels to memorise the more powerful spells. When you cast a spell,you temporarily expend some of your magical energy as well as becominghungrier (although more powerful spellcasters hunger less quickly from usingmagic).High level spells are difficult to cast, and you may miscast them every oncein a while (resulting in a waste of magic and possibly dangerous side-effects). Your chance of failing to cast a spell properly depends on yourskills, your intelligence, the level of the spell and whether you are wearingheavy armour. Failing to cast a spell exercises your spell skills, but not byas much as casting it successfully.Many of the more powerful spells carry disadvantages or risks; you should readthe spell description (obtained by reading the spellbook in which you foundthe spell) before casting anything.Be careful of magic-using enemies! Some of them can use magic just as well asyou, if not better, and often use it intelligently.----------------------------------------------------------------------------EXPLORING THE DUNGEON----------------------------------------------------------------------------You can make your character walk around with the numeric keypad (turn numlockoff) or the "Rogue" keys (hjklbnyu). If this is too slow, you can make yourcharacter walk repeatedly by typing shift and a direction. They will walk inthat direction until any of a number of things happen: a hostile monster isvisible on the screen, a message is sent to the message window for any reason,you type a key, or you are about to step on anything other than normal flooror an undiscovered trap and it is not your first move of the long walk. Notethat this is functionally equivalent to just pressing the direction keyseveral times.If you press shift and '5' on the numeric keypad (or just the number '5' onthe keyboard) you rest for 100 turns or until your hit points or magic returnto full, whichever is sooner. You can rest for just one turn by pressing '.',delete, 's', or '5' on the keypad. Whenever you are resting, you are assumedto be observing your surroundings, so you have a chance of detecting any trapsor secret doors adjacent to you.The section of the viewing window which is coloured (with the '@' representingyou at the centre) is what you can see around you. The dark grey around it isthe parts of the level which you have visited, but cannot currently see. The'x' command lets you move the cursor around to get a description of thevarious dungeon features, and typing '?' when the cursor is over a monsterbrings up a short description of that monster. You can get a map of the wholelevel (which shows where you've already been) by typing the 'X' key. This mapspecially colour-codes stairs and known traps, even if something is on top ofthem.You can make your way between levels by using staircases, which appear as '>'(down) and '<' (up), by pressing the '>' or '<' keys. If you ascend an upstaircase on level one, you will leave the dungeon forever; if you arecarrying the magical Orb of Zot, you win the game by doing this.Occasionally you will find an archway; these lead to special places likeshops, magical labyrinths, and Hell. Depending on which type of archway it is,you can enter it by typing '<' or '>'.Doors can be opened with the 'o' command and closed with the 'c' command.Pressing control plus a direction also opens doors. If there is no closed doorin the indicated space, you will attempt to attack any monster which may bestanding there (this is the only way to attack a friendly creature hand-to-hand). If there is no creature there, you will attempt to disarm any trap inthe target square. If there is apparently nothing there you will still attackit, just in case there's something invisible lurking around.A variety of dangerous and irritating traps are hidden around the dungeon.Traps look like normal floor until discovered. Some traps can be disarmed withthe control-direction commandsWhen you are in a shop, you are given a list of the shopkeeper's stock fromwhich to choose, and a list of instructions. Unfortunately the shopkeepers allhave an enterprise bargaining agreement with the dungeon teamsters union whichprevents them using non-union labour to obtain stock, so you can't sellanything in a shop (but what shopkeeper would trust a scummy adventurer likeyou, anyway?).You goal is to locate the Orb of Zot, which is held somewhere deep beneath theworld's surface. The Orb is an ancient and incredibly powerful artefact, andthe legends promise great things for anyone brave enough to extract it fromthe fearsome Dungeon. Some say it will grant immortality or even godhood tothe one who carries it into the sunlight; many undead creatures seek it in thehope that it will restore them to life. But then, some people will believeanything. Good luck!A full list of the commands available to you can be accessed by typing '?'(question mark). If you don't like them, they can be changed by the use of:----------------------------------------------------------------------------MACROS/KEYMAPS----------------------------------------------------------------------------You can change the keys used to perform specific functions by editing themacro.txt file (or creating a new one). The K: line indicates a key, and theA: line assigns another key to that key's function.You can also redefine keys in-game with the ` key, and save them with the ~key.(Thanks to Juho Snellman for this patch)----------------------------------------------------------------------------MONSTERS----------------------------------------------------------------------------In the caverns of Crawl, you will find a great variety of creatures, many ofwhom would very much like to eat you. To stop them doing this, you will needto fight. To attack a monster, stand next to it and move in its direction;this makes you attack it with your wielded weapon. Of course, some monstersare just too nasty to beat, and you will find that discretion is often thebetter part of valour.Some monsters can be friendly; friendly monsters will follow you around andfight on your behalf (you gain 1/2 the normal experience points for any killsthey make). You can command your allies using the '!' key, which lets youeither shout to attract them or tell them who to attack.----------------------------------------------------------------------------MISCELLANEOUS STUFF----------------------------------------------------------------------------The scores file does not have to be present (as of v2.02), and is not includedin the distribution. You can unpack the zip file into your old crawl directoryand the new version will keep using the old scores file (scores files from anyversion are usable by any later version).The initfile, INIT.TXT, lets you set various options affecting the game's userinterface, like the conditions for Autopickup and a default name for yourcharacter. You can alter it with any reputable text editor.As of 2.60, a -c command line switch activates the alternative character setfor non-IBM graphics displays. A -nc switch activates the non-IBM char setand, for Linux systems, disables colour.Crawl is available for a number of different systems, including Linux, DOS,the Mac, etc.One strange thing you may notice about Crawl is that it does not keep yoursaved games if you die. This is not a bug, it is a feature! If you couldrestore your game after dying, you would probably finish the game ratherquickly and lose interest, because most of the fun in Crawl is in thediscovery of its bizarre secrets while taking risks with your characters. Itis possible to cheat by messing around with the save files, but you're onlycheating yourself out of experiencing this game as it was supposed to beplayed. If you think Crawl is too difficult, tell me!Crawl was compiled using the djgpp compiler, and comes with the filesCWSDPMI.EXE and CWSDPMI.DOC. You can contact the author of CWSDPMI.EXE atsandmann@clio.rice.edu. Read CWSDPMI.DOC for more details.Although version 3 of Crawl is a complete and finished game, it probablycontains a few unwanted features which crept in without me noticing (all ofthe earlier versions did). So, if you find anything which you think may be abug, please send details of it to me, including version number, details ofyour system, what you were doing (in the game) when it happened, and just whatexactly did happen. Hopefully this will never be necessary, but if it is youcan (as of 26/3/99) reach me at:linley.henzell@student.adelaide.edu.auYou can also discuss this game on the newsgroup rec.games.roguelike.misc.The object of your quest in Crawl (the Orb of Zot) was taken from Wizard'sCastle, a text adventure written in BASIC.A lot of people have been sending me feedback and bug reports, which isextremely encouraging. I really appreciate that people have been taking thetime to play my game. Keep it up!Licence:Read Licence.txt for information about the Crawl licence (which is practicallyidentical to the nethack GPL).Source Code:The source code for the current version of Crawl is, at the time of writing(30/12/97) available from the Crawl web site:http://olis.net.au/~zel/index.htmlSource for some earlier versions can be obtained from me, althoughunfortunately I've lost most of it.Disclaimer:This software is provided as is, with absolutely no warranty express orimplied. Use of it is at the sole risk of the user. No liability is acceptedfor any damage to the user or to any of the user's possessions.
Notes for building crawl with VACPP-----------------------------------* when including source, make sure source type isdefined to be 'cpp' - VACPP doesn't know how tohandle .cc extensions.* include libw32c.cc as a source object;ignore the other lib*.cc files* define the macro WIN32CONSOLE* MUST build with signedchars = yes* MUST build with enumsize = 4* target architecture should probably be 486 machines.According to jmf, targetting Pentium class machinesimplies Pentium-specific instructions which areactually slower on PPro/PII/PIII machines.Other than this, it's pretty straightforward.Notes for building crawl with Borland C++ 5.01----------------------------------------------* must alter the Tool information for CppCompile to'understand' .cc extensions (in Advanced Tools Settings)* include libw32c.cc as source; ignore other lib*.cc files* define macro WIN32CONSOLE* MUST build with "Unsigned Characters" OFF* MUST build with "Allocate Enums as Ints" ON* MUST set search directories so that the Crawl Source directoryis searched before the BC5\INCLUDE directory.* target architecture should probably be 486 machines(see note for VACPP)* helps to set Warnings to "Selected Subset only" or youget ZILLIONS of warnings. I usually turn off all the"Code Efficiency" warnings. :)* for best results, specify following in target expert:- Win32 Console Application (.exe)- _Everything_ unchecked- Static linkingNotes for building crawl with mingw------------------------------------------* In makefile specify makefile.w32. Other notes:- make sure your path includes mingw binaries- set LIB to your mingw lib directory- set INCLUDE to your mingw include directory- the makefile defines WIN32CONSOLE like above- -Wall will generate a fair number of warnings* Tested on Win98 and Win2000.* Current build is not statically linked.* See notes above for target arch code gen switches* This is currently tested only with 2.95.2I anticipate no problems with mingw 3.0.1 buthaven't had time to update yet.* This also currently doesn't statically link
The following three tables describe all aptitudes of the various races for thevarious skills. These are not necessary for winning in Crawl, neither explicitnor implicit. The qualitative information behind this sheet (ie. which speciesis good at which tasks) can be obtained in two other, less sophisticated ways:- read the species section in the manual about strenghts and weaknesses- look which combinations of race and class are possible.If you consider figuring out such things yourself to be fun, stop reading now.Otherwise, just go ahead. A lower a value, the better the aptitude. 100 is theHuman standard. Please note that many things effect how quick a character willactually learn a skill. Thus the numbers below are good enough for comparisonsamong races, but not necessarily among skills.The abbreviations used for the skills are:General skills, Experience Melee and Ranged Combat Spellcasting and Magic-------------------------- ----------------------- ----------------------Arm - Armour Fgt - Fighting Spc - SpellcastingDdg - Dodging SBl - Short Blades Coj - ConjurationSth - Stealth LBl - Long Blades Enc - EnchantmentsStb - Stabbing Axs - Axes Sum - SummoningsShd - Shields M&F - Maces & Flails Nec - NecromancyT&D - Traps & Doors Pla - Polearms Trl - TranslocationsStv - Staves Trm - TransmigrationInv - Invocations U C - Unarmed Combat Div - DivinationEvo - EvocationsRan - Ranged Combat Fir - Fire MagicSlg - Slings Ice - Ice MagicExp - Experience Bws - Bows Air - Air MagicCrb - Crossbows Ear - Earth MagicDrt - Darts Poi - Poison MagicArm Ddg Sth Stb Shd T&D Inv Evo Exp---------------------------------------------------------------------Human 100 100 100 100 100 100 100 100 100Elf 120 80 80 100 120 100 100 80 120High Elf 110 90 90 110 110 100 100 90 150Grey Elf 140 75 70 100 140 100 100 90 140Deep Elf 140 70 65 80 140 100 100 90 140Sludge Elf 140 70 75 100 130 100 100 110 120Hill Dwarf 70 120 150 140 70 100 100 60 140Mountain Dwarf 60 110 140 130 70 100 100 70 140Halfling 150 70 60 70 130 100 100 90 100Hill Orc 90 140 150 100 80 100 100 100 100Kobold 140 70 60 70 130 100 100 80 100Mummy 140 140 140 140 140 140 140 140 150Naga 150 150 40 100 140 100 100 100 120Gnome 150 70 70 80 120 100 120 60 110Ogre 140 150 200 150 110 200 130 170 140Troll 150 130 250 150 150 200 150 180 150Ogre Mage 170 130 100 130 150 150 100 100 150Draconian Red 200 120 120 100 100 100 100 100 130White 200 120 120 100 100 100 100 100 130Green 200 120 120 100 100 100 100 100 130Yellow 200 120 120 100 100 100 100 100 130Grey 200 120 120 100 100 100 100 100 130Black 200 120 120 100 100 100 100 100 130Purple 200 120 120 100 100 100 100 90 130Mottled 200 120 120 100 100 100 100 100 130Pale 200 120 120 100 100 100 100 90 130Centaur 180 170 200 170 180 150 100 130 140Demigod 110 110 110 110 110 110 110 110 160Spriggan 170 50 50 50 180 60 130 70 130Minotaur 80 80 130 100 80 120 130 170 140Demonspawn 110 110 110 110 110 110 80 110 140Ghoul 110 110 80 100 110 120 110 130 120Kenku 90 90 100 80 100 100 160 100 130Merfolk 160 60 90 70 100 120 100 100 120---------------------------------------------------------------------Arm Ddg Sth Stb Shd T&D Inv Evo ExpFgt SBl LBl Axs M&F Pla Stv U C Ran Slg Bws Crb Drt---------------------------------------------------------------------Human 100 100 100 100 100 100 100 100 100 100 100 100 100Elf 120 80 80 120 130 130 100 110 80 120 60 100 90High Elf 100 70 70 130 150 150 100 130 80 140 60 100 90Grey Elf 140 90 95 140 160 160 100 130 80 130 70 100 90Deep Elf 150 100 105 150 165 165 100 130 80 135 74 75 75Sludge Elf 80 110 110 130 140 140 100 80 70 100 100 100 100Hill Dwarf 70 80 80 60 70 110 130 100 120 130 150 120 120Mountain Dwarf 70 90 90 70 70 110 120 100 115 125 140 100 120Halfling 120 60 100 120 150 160 130 140 60 50 70 90 50Hill Orc 70 100 80 70 80 80 110 90 130 130 120 120 130Kobold 80 60 100 110 140 150 110 100 60 70 80 90 50Mummy 100 140 140 140 140 140 140 140 140 140 140 140 140Naga 100 100 100 100 100 100 120 100 120 120 120 120 120Gnome 100 75 100 100 130 140 130 110 100 80 100 90 60Ogre 100 140 120 100 100 110 120 130 100 150 150 180 150Troll 140 150 150 150 130 150 150 100 130 180 180 180 180Ogre Mage 100 110 100 100 100 100 100 100 150 150 150 150 150Draconian Red 90 100 100 100 100 100 100 100 120 120 120 120 120White 90 100 100 100 100 100 100 100 120 120 120 120 120Green 90 100 100 100 100 100 100 100 120 120 120 120 120Yellow 90 100 100 100 100 100 100 100 120 120 120 120 120Grey 90 100 100 100 100 100 100 100 120 120 120 120 120Black 90 100 100 100 100 100 100 100 120 120 120 120 120Purple 90 100 100 100 100 100 100 100 120 120 120 120 120Mottled 90 100 100 100 100 100 100 100 120 120 120 120 120Pale 90 100 100 100 100 100 100 100 120 120 120 120 120Centaur 100 120 110 110 110 110 110 100 60 75 60 85 80Demigod 110 110 110 110 110 110 110 110 110 110 110 110 110Spriggan 150 90 140 150 160 180 150 130 90 70 70 100 70Minotaur 70 70 70 70 70 70 70 80 90 90 90 90 90Demonspawn 100 110 110 110 110 110 110 110 110 110 110 110 110Ghoul 80 110 110 110 110 110 110 80 130 130 130 130 130Kenku 100 75 75 75 75 75 75 80 90 100 80 80 90Merfolk 80 70 90 140 150 50 130 90 100 150 140 140 100---------------------------------------------------------------------Fgt SBl LBl Axs M&F Pla Stv U C Ran Slg Bws Crb DrtSpc Coj Enc Sum Nec Trl Trm Div Fir Ice Air Ear Poi---------------------------------------------------------------------Human 100 100 100 100 100 100 100 100 100 100 100 100 100Elf 80 105 70 100 120 100 100 100 100 100 70 130 110High Elf 70 90 70 110 130 90 90 110 100 100 70 130 130Grey Elf 60 90 50 90 130 80 80 80 90 90 60 150 110Deep Elf 55 80 50 80 70 75 75 75 90 90 80 100 80Sludge Elf 70 130 130 90 90 100 60 130 80 80 80 80 80Hill Dwarf 160 120 150 150 160 150 120 130 80 120 150 70 130Mountain Dwarf 140 115 135 150 160 150 120 130 70 130 150 70 130Halfling 130 130 100 120 150 100 150 140 100 100 90 100 120Hill Orc 150 100 120 120 100 150 160 160 100 100 150 100 110Kobold 110 110 110 105 105 100 110 130 100 100 100 100 100Mummy 100 140 140 140 100 140 140 140 140 140 140 140 140Naga 100 100 100 100 100 100 100 100 100 100 100 100 60Gnome 120 100 100 110 130 130 120 120 100 100 170 60 130Ogre 220 180 220 200 150 200 200 200 150 150 200 120 150Troll 200 160 200 160 150 160 160 200 160 160 200 120 160Ogre Mage 70 100 80 100 100 100 100 100 100 100 100 100 100Draconian Red 100 100 120 100 100 100 100 100 70 135 100 100 100Green 100 100 120 100 100 100 100 100 100 100 100 100 70White 100 100 120 100 100 100 100 100 135 70 100 100 100Yellow 100 100 120 100 100 100 100 100 100 100 100 100 100Grey 100 100 120 100 100 100 100 100 100 100 100 100 100Black 100 100 120 100 100 100 100 100 100 100 70 135 100Purple 70 100 90 100 100 100 100 100 100 100 100 100 100Mottled 100 100 120 100 100 100 100 100 80 100 100 100 100Pale 100 100 120 100 100 100 100 100 90 100 90 100 100Centaur 140 120 110 120 120 120 120 130 120 120 120 120 130Demigod 110 110 110 110 110 110 110 110 110 110 110 110 110Spriggan 60 160 50 150 120 50 60 70 140 140 120 120 100Minotaur 180 170 170 170 170 170 170 170 170 170 170 170 170Demonspawn 100 100 110 100 90 110 110 110 100 110 110 110 100Ghoul 120 130 130 120 100 120 120 120 150 90 150 90 100Kenku 100 60 160 70 80 150 150 180 90 120 90 120 100Merfolk 100 140 90 100 150 140 60 80 160 80 150 150 80---------------------------------------------------------------------Spc Coj Enc Sum Nec Trl Trm Div Fir Ice Air Ear Poi
PCRE LICENCE------------PCRE is a library of functions to support regular expressions whose syntaxand semantics are as close as possible to those of the Perl 5 language.Release 6 of PCRE is distributed under the terms of the "BSD" licence, asspecified below. The documentation for PCRE, supplied in the "doc"directory, is distributed under the same terms as the software itself.The basic library functions are written in C and are freestanding. Alsoincluded in the distribution is a set of C++ wrapper functions.THE BASIC LIBRARY FUNCTIONS---------------------------Written by: Philip HazelEmail local part: ph10Email domain: cam.ac.ukUniversity of Cambridge Computing Service,Cambridge, England. Phone: +44 1223 334714.Copyright (c) 1997-2006 University of CambridgeAll rights reserved.THE C++ WRAPPER FUNCTIONS-------------------------Contributed by: Google Inc.Copyright (c) 2006, Google Inc.All rights reserved.THE "BSD" LICENCE-----------------Redistribution and use in source and binary forms, with or withoutmodification, are permitted provided that the following conditions are met:* Redistributions of source code must retain the above copyright notice,this list of conditions and the following disclaimer.* Redistributions in binary form must reproduce the above copyrightnotice, this list of conditions and the following disclaimer in thedocumentation and/or other materials provided with the distribution.* Neither the name of the University of Cambridge nor the name of GoogleInc. nor the names of their contributors may be used to endorse orpromote products derived from this software without specific priorwritten permission.THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THEIMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSEARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BELIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, ORCONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OFSUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESSINTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER INCONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THEPOSSIBILITY OF SUCH DAMAGE.End
A C-program for MT19937, with initialization improved 2002/1/26.Coded by Takuji Nishimura and Makoto Matsumoto.Before using, initialize the state by using init_genrand(seed)or init_by_array(init_key, key_length).Copyright (C) 1997 - 2002, Makoto Matsumoto and Takuji Nishimura,All rights reserved.Redistribution and use in source and binary forms, with or withoutmodification, are permitted provided that the following conditionsare met:1. Redistributions of source code must retain the above copyrightnotice, this list of conditions and the following disclaimer.2. Redistributions in binary form must reproduce the above copyrightnotice, this list of conditions and the following disclaimer in thedocumentation and/or other materials provided with the distribution.3. The names of its contributors may not be used to endorse or promoteproducts derived from this software without specific prior writtenpermission.THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOTLIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FORA PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER ORCONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, ORPROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OFLIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDINGNEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THISSOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.Any feedback is very welcome.http://www.math.sci.hiroshima-u.ac.jp/~m-mat/MT/emt.htmlemail: m-mat @ math.sci.hiroshima-u.ac.jp (remove space)
Lua License-----------Lua is licensed under the terms of the MIT license reproduced below.This means that Lua is free software and can be used for both academicand commercial purposes at absolutely no cost.For details and rationale, see http://www.lua.org/license.html .===============================================================================Copyright (C) 1994-2006 Lua.org, PUC-Rio.Permission is hereby granted, free of charge, to any person obtaining a copyof this software and associated documentation files (the "Software"), to dealin the Software without restriction, including without limitation the rightsto use, copy, modify, merge, publish, distribute, sublicense, and/or sellcopies of the Software, and to permit persons to whom the Software isfurnished to do so, subject to the following conditions:The above copyright notice and this permission notice shall be included inall copies or substantial portions of the Software.THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS ORIMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THEAUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHERLIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS INTHE SOFTWARE.===============================================================================(end of COPYRIGHT)
--------------------------------------------------------------------------------DUNGEON CRAWL: LIST OF KEYS AND COMMANDS--------------------------------------------------------------------------------Main screen-----------Crawl has many commands to be issued by single key strokes. This can becomeconfusing, since there are also several modes; here is the full list. Somecommands are particularly useful in combination with certain interface options;such options are mentioned in the list. For a description of them, please lookinto crawl_options.txt.Saving games:S Save game with query and exit.Ctrl-X Save game without query and exit.Q Quit without saving.Movement:direction Moves one square, direction is either one of 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.Ctrl-W Det waypoint (check the option show_waypoints).Resting and Searching:s, Del Rests and searches (these are the same) for one turn,this is also done with '.' or Numpad-5.5 or Long resting/searching (until both health and magicShift-Numpad 5 points are full or something is found or 100 turns areover).Dungeon interaction:o Open door.c Close door.Ctrl-direction Tries untrapping a known trap on the specified square,or * direction else opens door if there is one,else attacks without move (even if no monster is seen).< Use staircase to go higher.> Use staircase to go deeper, or enters shop/branch.; Examine occupied tile, also causes auto-pickup.x Examine surroundings mode (see below for its commands).X Examine level map (see below for level map commands).O Show dungeon overview (branches, shops, and labyrinths).Character information:'display' below means usage of the message area,'show' means usage of the whole screen.@ Display character status.[ Display worn armour." Display worn jewellery.C Display experience info.^ Show religion screen.A Show abilities/mutations.\ Show item knowledge.m Show skill screen.i Show inventory list.% Show resistances.Item interaction (inventory):v View item description.{ Inscribe item (check the autoinscribe option).t Throw/shoot an item.f Fire first available missile.q Quaff a potion.e Eat food (tries floor first, invorenty next).z Zap a wand.r Read a scroll or book.M Memorise a spell from a book.w Wield an item ( - for none).' Wield item a, or switch to b.E Evoke power of wielded item.W Wear armour.T Take off armour.P Put on jewellery.R Remove jewellery.Item interaction (floor):d Drop an item.d# Drop exact number of items.g or , Pick up items; press twice for pick up menu.You can use a prefix to pick up smaller quantities.D Dissect a corpse.Other game-playing commands:a Use special ability.p Pray.Z Cast a spell.! Shout or command allies.Non-game playing commands:V Display version information.Ctrl-P Show previous messages.Ctrl-R Redraw screen.Ctrl-C Clear main and level maps.# Dump character to file (name.txt).: Add note to dump file (see option take_notes).` Add macro.~ Save macros.= Reassign inventory/spell letters.In-game toggles:Ctrl-A Toggle autopickup.Ctrl-V Toggle auto-prayer.Ctrl-T Toggle spell fizzle check.Stashes:Ctrl-S Mark stash (only sensible with stash_tracking=explicit,else this is automatically tracked).Ctrl-E Erase stash (ignores the square from stash tracking).Ctrl-F Find (this searches in stashes and shops, you can useregular expressions and also terms like 'long blades'or 'artifacts').Level map ('X')---------------The level map (brought up by 'X' in the main screen) uses the whole screen toshow the dungeon.Esc, Space Leave level map.- Scroll level map up+ Scroll level map downDirection Moves cursor.Shift-Direction Moves cursor in bigger steps (check the optionlevel_map_cursor_step).. Travels to cursor (also Enter and , and ;)(if the cursor is on the character, moves cursor to lasttravel destination instead).< Cycle through up stairs.> Cycle through down stairs.^ Cycle through traps.Tab Cycle through shops and portals.I Cycle through stashes (if the option stash_tracking isset to all, this cycles through all items and piles).Ctrl-C Clear level and main maps (from temporarily seenmonsters, clouds etc.).Waypoints can be set on the level map. You can travel to waypoints usingCtrl-G. Check the option show_waypoints. The commands areCtrl-W Set waypoint.W Cycle through waypoints.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).Ctrl-X Set travel exclusion.Cltr-E Erase all travel exclusions at once.X Cycle through travel exclusions.Examining surroundings ('x')----------------------------When roaming the dungeon, the surroundings mode is activated by 'x'. It lets youhave a look at items or monsters in line of sight. You may also examine stasheditems outside current view using the options target_oos=true (if using this,check target_los_first).x, Esc, Space Return to playing mode.' or * Cycle objects forward.; or / Cycle objects backward.+ or = Cycle monsters forward.- Cycle monsters backward.direction Move cursor.. or Enter Travel to cursor.? Describe monster under cursor (also shows weapons,wounding and enchantments).> Cycle downstairs.< Cycle upstairs.Tab Cycle shops and portals.Targeting---------Targeting mode is similar to examining surroundings. It is activated wheneveryou fire projectiles, zap a wand or cast spells which uses targets.x, Esc, Space Stop targeting.direction Shoot straight in this direction.+ or = Cycle monsters forward (see option target_wrap).- Cycle monsters backward.. or Enter Fire (check option confirm_self_target).p or t Fire at previous target (if still in sight).> Fire, but stops at target.Ctrl-F Toggle target modes (between enemies, all, friends; seealso option target_zero_exp).* Manually targeting: the direction keys will now movethe cursor, the keys '+' and '-' work as above, and '.'and Enter fire.Shortcuts in lists (like multidrop):------------------------------------When dropping (with the drop_mode=multi option), the drop menu accepts severalshortcuts.( Selects all missiles.) Selects all hand weapons.[ Selects all armour.? Selects all scrolls.% Selects all food.& Selects all carrion.+ Selects all books./ Selects all wands.\ Selects all staves.! Selects all potions." Selects all jewellery.} Selects all miscellaneous items., Global select (subject to the drop_filter option).- Global deselect (subject to the drop_filter option).* Invert selection.
This document explains all of the options in the latest version of DungeonCrawl Stone Soup. These options are set in the init.txt file located in theCrawl directory (the directory containing crawl.exe on Windows and DOS). On Unixsystems, you need to set options in the ~/.crawlrc file (a file named .crawlrcin your home directory).The contents of this text are:1- Starting Screen.name, remember_name, weapon, book,chaos_knight, death_knight, priest,race, class, random_pick2- File System and Sound.crawl_dir, save_dir, sound.3- Lua files.lua_file,base.lua, stash.lua, wield.lua, kills.lua, runrest.lua,gearset.lua, eat.lua, trapwalk.lua4- Interface.4-a Dropping and Picking up.autopickup, default_autopickup, safe_autopickup, safe_zero_exp,pickup_thrown, pickup_dropped, assign_item_slot, ban_pickup,drop_mode, drop_filter;lua: ch_autopickup (advanced autopickup exceptions)4-b Targeting.target_zero_exp, target_wrap, target_oos, target_los_first,confirm_self_target, default_fizzlecheck4-c Passive Sightings (Detection and Rememberance).detected_monster_colour, detected_item_colour,remembered_monster_colour, colour_map, clean_map4-d Branding (Item and Monster Highlighting).heap_brand, friend_brand, stab_brand, may_stab_brand4-e Level Map Functions.level_map_cursor_step, item_colour, show_waypoints4-f Travel and Exploration.travel_colour, travel_delay, travel_stair_cost,travel_avoid_terrain, travel_exclude_radius2,travel_stop_message, explore_stop, runrest_ignore_message,runrest_ignore_poison, trapwalk_safe_hp;lua: ch_stop_run (ignoring monsters)4-g Stashes.stash_tracking, stash_filter4-h Command Enhancements.auto_list, lowercase_invocations, easy_open, easy_butcher,easy_armour, easy_confirm, easy_quit_item_lists, easy_exit_menu,default_autoprayer, sort_menus4-i Message and Display Improvements.show_uncursed, hp_warning, always_greet, terse_hand,delay_message_clear, menu_colour4-j Missiles.fire_items_start, fire_order4-k Message Channels.plain, prompt, god, pray, duration, danger, food, warning,recovery, multiturn, talk, intrinsic_gain, mutation,monster_spell, monster_enchant, monster_damage, rotten_meat4-l Inscriptions.autoinscribe4-m Macro related Options.flush.failure, flush.command, flush.message5- Character Dump.5-a Items and Kills.kill_map, dump_kill_places, dump_item_origins,dump_item_origin_price, dump_message_count, dump_order,verbose_dump5-b Notes.use_notes, note_items, ood_interesting, note_hp_percent,note_skill_levels, note_skill_max, note_monsters,note_messages, note_all_spells6- Miscellaneous.6-a All OS.macro_meta_entry, wiz_mode, colours, char_set, cset_ascii,cset_ibm, cset_dec, feature.6-b DOS and Windows.dos_use_background_intensity6-c Unixbackground--------------------------------------------------------------------------------There are basically three types of Crawl options: true/false values (booleans),numbers, and lists. An option is most often specified with its default value (ifthere is one); this should also explain which of the above-mentioned types itis. Each option should have some remarks on how it's typically used - bewarethat this depends strongly on your playing style and sometimes also on hardwareor operating system.Note that the init.txt coming with regular distributions has all boolean optionscommented out. The commented-out values are always the _non-defaults_, so youcan toggle boolean options by just uncommenting them.Some options need a path as an argument; here you have to use a filesystem pathsuitable for your system. Other options accept regular expressions (regexes):here you can simply use ordinary strings, adapt the suggested regexes to yourneeds or search the internet for regex syntax.If you get stuck or some things just won't seem to work properly, please ask forhelp on the newsgroup rec.games.roguelike.misc. Flag queries with '-crawl-', asother roguelikes are also discussed there.1- Starting Screen.====================The following options are a convenience to help you quickly start your game ofCrawl.name = DelilahIf set, that's the name all your Crawl characters will get.remember_name = falseCrawl remembers the options (class, race etc.) you used to create yourlast character. You may recycle them in the starting screen for a newcharacter. If this option is set to true, Crawl will also remember thelast name you used.If you use this option and want to enter a name _after_ choosing yourrace and class, you must enter . at the initial name prompt - hittingEnter at the name prompt will simply reuse your old name ifremember_name is set.weapon = (random | short sword | hand axe | spear | mace | trident)Specifying the weapon option allows you to bypass the weapon selectionscreen. Note that tridents are restricted to only merfolk andgladiators, but you'll get the standard query in illegal cases.book = (flame | fire | ice | cold | summ | summoning | random)Several spellcasting classes can choose their starting spellbook.Note flame=fire and ice=cold and summ=summoning.chaos_knight = (Xom | Makhleb | random)death_knight = (necromancy | Yredelemnul | random)priest = (Zin | Yredelemnul | random)The above three make in advance the additional choices forChaos Knights, Death Knights, and Priests.race = (Human |...| Merfolk | random)The usual abbrevations (Hu, El, HE, etc.) work.class = (Fighter |...| Wanderer | random)Here again the abbrevations (Fi, Wi, Pr, etc.) can be used.random_pick = falseThe random_pick option will randomly generate a character.The above options (weapons and class options) will override whereappropriate.2- File System.================crawl_dir= <path>Directory for reading macro.txt and init.txt, and dumping characters.It should end with the path delimiter.save_dir = <path>Directory where saves and bones are stored. This option may be ignoreddepending on the settings used to compile Crawl, but should behonoured for the official Crawl binaries.sound = <regex>:<path to sound file>Plays the sound file if a message contains regex. The regex shouldnot include commas or colons. For examplesound = LOW HITPOINT WARNING:sound\sounds2\danger3.wavGetting appropriate sound files may be difficult. Check otherroguelikes or old computer rpg's. Alternatively, ask for help atthe newsgroup rec.games.roguelike.misc.3- Lua files.==============Lua files are scripts which can provide existing commands with a new meaningor even create new commands (to be used in macros). If you don't know aspecific reason not to include some or all lua files, you'll do best to justinclude them all.lua_file = <path/name.lua>The currently available lua's arebase.lua -- needed for other lua scriptsstash.lua -- annotates the stash file for better searching (Ctrl-F)Searching for 'Long blades' will also turn up all weaponswith the long blade skill. Also, you can now look forspellbooks ('book'), artifacts ('art'), ego items ('ego').wield.lua -- shows more intelligent options when using 'w?'kills.lua -- improves the Vanquished Creatures list in dump files;currently gives three lists (Vanquished, Friendly, Others)runrest.lua -- allows to remove certain stop condition when runningNew options: runrest_ignore_poison, runrest_ignore_messagegearset.lua -- provides commands for switching of complete sets via macroNew macroable functions: rememberkit, swapkiteat.lua -- prompts to eat chunks in inventory.trapwalk.lua -- allows travel to cross certain traps if you have enough hp.4- Interface.==============4-a Picking up and Dropping.--------------------------------autopickup = $?!:"/By default, the list is empty. The valid symbols are) Weapons( Missiles[ Armour/ Wands% Food? Scrolls" or = Jewellery! Potions+ or : Books\ or | Staves0 Orbs} Misc itemsX Corpses$ GoldNote that _whether_ items are picked up automatically or not, iscontrolled by the in-game toggle Ctrl-A. Also note that picking uptakes a turn, but only one turn (regardless of the number of items).If you teleport or blink onto a square with interesting items, thesewill not be picked up.default_autopickup = trueWhen set false, the game starts with autopickup turned off. You canstill toggle autopickup in-game with Ctrl-A.safe_autopickup = trueWhen set, autopickup will not operate if there are visible unfriendlymonsters (or statues.) If safe_zero_exp is set (the default), zero-XPmonsters are considered friendly.safe_zero_exp = trueIf set, presence of only zero experience monsters (like plants) willcause autopickups, even if safe_autopickup=true is set. This optionalso settles whether autoprayer considers such monsters risky.pickup_thrown = falsePickup_thrown=true causes autopickup to grab thrown/fired missiles.Many players use this because it eases ranged combat quite a bit. Iffollowing suit, be aware that there are situations when there is notime for picking up projectiles. Use Ctrl-A for switching offautopickup altogether in such cases or set safe_autopickup=true.pickup_dropped = truePickup_dropped lets autopickup affect objects you've dropped. Set tofalse to block autopickup for dropped objects. This can be convenient.assign_item_slot = (forward | backward)When picking up items, the inventory slot into which the item goes isnormally the first free slot from a-zA-Z (this is the default "forward"behaviour). Setting assign_item_slot to "backward" changes the slotassignment to the first letter after the last slot.For instance, if you have items on 'a' and 'c', then withassign_item_slot = forward, the next item will go into 'b',assign_item_slot = backward, the next item will go to 'd' instead.With "backward", items dropped/fired and picked up later are morelikely to get their old slot back.ban_pickup = <regex>List of item name regexes for items which autopickup will never touch.You can use multiple ban_pickup lines. Some typical examples areban_pickup = degeneration, decay, confusion, potions? of slowingban_pickup = potions? of strong poison,potions? of poisonban_pickup = inaccuracyban_pickup = scrolls? of paper, immolation, curse armor, curse weaponban_pickup = forgetfulness, uselessness, noise, tormentdrop_mode = (multi | single)Single is the classical behaviour (and default): after pressing anotherkey, that item will be dropped. Multi makes an inventory menu appear,allowing the selection of items to be dropped. (You can also switch tomultidrop from the classic drop line using the '@' key).Multidrops are highly convenient. Be aware of the fact that everysingle drop takes one turn. (This is different from picking up.) Whenselecting multidrops, the top right corner will show the estimatednumber of turns.The order in which items get dropped is always from top to bottom inthe inventory listing.drop_filter = <regex>When selecting items using the global (de)select keys (',' or '-') ina multidrop listing, you can choose to apply a filter: only itemswhose names match the filter will be selected. The filter strings areregexes. For instance, to quickly select carrion and rotting chunks ofmeat, you could use:drop_filter = skeleton, rotting, corpseOther choices can come in handy as well, e.g. if you want to sacrificeregularly all weapons except axes, use:drop_filter = axe, broadaxeNote that if you use this option, you will lose the (de)select allkeys. However, '*' inverts the current selection and so salvages thisproblem.The default is empty.Using a Lua script, you can define a function "ch_autopickup" to selectadditional items for autopickup. Let's say you want autopickup to only grab foodif your character can eat it (let's say you're playing a kobold and you want tostop picking up vegetables). You could use the following (if '%' is not in theautopickup option):{function ch_autopickup(it)-- The "false" suppresses hunger checks to see if your character is hungry-- enough to eat food/chunks.return food.can_eat(it, false)end}Here's a ch_autopickup that a mummy might find useful:{-- The mummy special. Remove % and ! from your autopickup option if you use-- this.function ch_autopickup(it)return food.can_eat(it, false)or ( item.class(it) == "Potions" and you.race() ~= "Mummy" )end}4-b Targeting.-------------------target_zero_exp = trueSet to false to disable targeting zero exp monsters (i.e. plants)in hostile targeting mode. This is usually convenient to do.target_wrap = trueSet to true if targeting should wrap around from last to first andvice versa.target_oos = trueWhen cycling through items with 'x' look-around, setting target_oos totrue allows you to jump the cursor to dungeon features (<> for stairs,Tab for shops, ^ for traps) and stashes (with the '*' and '/' keys) thatare outside line-of-sight but in the main view. This is most sensiblyused in connection with stash_tracking=all (see 4-g). Also see alsotarget_los_first below.target_los_first = trueWhen cycling through items/features with the 'x' look-around command,setting target_los_first to true will force the cursor to squares inline-of-sight before going to squares outside LOS. Defaults to true.confirm_self_target = falseSetting this to true will make Crawl ask for confirmation wheneverselecting the character as the target of a non-friendly-targeted spell(i.e., something other than haste, healing or invisibility.)default_fizzlecheck = falseIf set to true, this will require a confirmation when cancellingtarget mode in a way which will make the activated ability or spellfizzle (e.g., when casting Magic Dart and cancelling targeting.)It can be further toggled during play with the key Ctrl+T.4-c Passive Sightings (via detection and rememberance).-----------------------------------------------------------detected_monster_colour = darkgreyMonsters found by detect creatures will be coloured this colour; e.g.detected_monster_colour = lightreddetected_item_colour = darkgreyItems found by detect items will be given this colour, for exampledetected_item_colour = greencolour_map = falseColours out of sight map features on the playing screen.clean_map = falseCleans up out of sight monsters and clouds on the map. This is likepressing Ctrl-C (clearing both main screen and level map) all the time.Setting this to true can be disconcerting for summoners.4-d Branding (Item and monster highlighting).-------------------------------------------------Branding refers to displaying particular monsters (e.g. summons) or items in aspecial way; special as in reversing fore- and background. There are severalbranding choices (these will not work everywhere; it depends on OS andterminal):standout -- often the same as reverse, might be underline or dimbold -- used by colour curses for brightening foreground coloursblink -- used by colour curses for brightening background coloursreverse -- this will probably workdim -- probably no effectunderline -- this will probably workhighlight:colour -- set background colour of branded monsters to "colour"The last can be abbreviated to hi:colour.See part Technical (6-) for dos_use_background_intensity under Windows and DOS.By default, there is no branding activated.heap_brandBrand heaps of items (more than one item or stack). For, exampleheap_brand = reversefriend_brandBrand friends in some way. This is very helpful for summoners. E.g.friend_brand = hi:greenshows friends with a green background. If the friend is itself green,it'll show up as black on green.stab_brandSome deities object to you stabbing monsters. Certain classesspecialise in stabbing monsters. Still other characters are happy ifthey spot a monster before the monster spots them. In all these cases,it helps to identify monsters that are unaware of the character (andhence susceptible to being stabbed) without using the 'x' command. Allthe normal 'brand' options apply. For examplestab_brand = hi:bluemay_stab_brandStabbing may be possible even if the monster is not asleep (if it'sconfused or distracted, for instance). This option brands monsters thatyou *might* be able to stab. Primarily useful for worshippers of TheShining One. Purists may consider this unnecessarily spoily.4-e Level Map Functions.----------------------------level_map_cursor_step = 10How many squares the cursor moves on the level map when usingShift-direction or * direction.item_colour = falseColours items on level-map.show_waypoints = trueIf set to true (the default), waypoints will be numbered on the levelmap, assuming that they're on a floor square with nothing on it.Otherwise only a green dot will mark the square.4-f Travel and Exploration.-------------------------------travel_colour = trueOption to turn off colouring the level-map with travel information. Fewwill set this to false; it's only there for backwards compatibility.travel_delay = 20How long travel waits after each move (milliseconds). Depends onplatform. Setting to -1 will jump to end of travel - you will not seethe individual moves.travel_stair_cost = 500travel_stair_cost determines how costly interlevel travel considersstairs. With a high travel_stair_cost (such as the default of 500),interlevel travel will always choose routes with the minimum number oflevel changes possible. If you set travel_stair_cost to a low value(such as the minimum of 1), interlevel travel will treat a staircasejust like a normal move, and it may consequently choose routes thatinvolve extra level transitions. This can be disconcerting in brancheswith elevator-type stair arrangements, particularly in the Lair, wherethere are typically long chains of elevator stairs, because travel willgo out of its way to use the elevator and minimise total traveldistance.travel_avoid_terrain = (shallow water | deep water)Prevent travel from routing through shallow water. By default, thisoption is commented out. For merfolk and/or characters with permanentlevitation,travel_avoid_terrain = shallow water, deep waterwill prevent travel or explore from going through any water.travel_exclude_radius2 = 68The square of the radius around travel-excluded squares where travelwill refuse to go. Set to zero if you want to exclude single squares.The default of 68 ensures that travel won't enter line-of-sight of anydangerous thing at the travel-exclusion center.travel_stop_message = <list of regexes>Travel will always stop upon hitpoint loss, confusion, stat drain,getting encumbered, catching sight of a non-friendly monster, andteleporting. In addition, a message containing one of the expressionsin travel_stop_message will stop travel. For example,travel_stop_message = Something appearsstops travel if Xom grants us a gift suddenly. To limit a substringmatch to a message channel, prefix the substring with the channel nameand a colon. For instance, if you want travel to stop when you're hitby divine retribution, you could use:travel_stop_message = god:wrath finds youIf you'd like to stop travel for any message sent to a particularchannel, use a travel_stop_message line with that message channel nameand a colon alone. For example, if you've an amulet of the gourmand, andare hankering after rotten meat, or you're playing a ghoul:travel_stop_message = rotten_meat:Stop travel for any god messages (including prayer)travel_stop_message = god:Multiple travel_stop_message lines can be used.explore_stop = items,stairs,shops,altarsExplore will stop for one of these conditions. Whatever you set thisoption to, anything that stops travel will also stop explore. Multipleexplore_stop lines are *not* cumulative! The last explore_stop linewill override all previous explore_stop lines.runrest_ignore_message = <string>This only works if runrest.lua has been sourced already in init.txt.Any message containing the string will *not* stop your run. E.g.runrest_ignore_message = prayer endsrunrest_ignore_poison = <poison damage>:<minimum hp>This only works if runrest.lua has been sourced already in init.txt.Poison damage of x will be ignored if you have at least y hp if you'vedefined a runrest_ignore_poison = x:y option. Running here meansshift-running and resting only. Only one runrest_ignore_poison line isconsidered. Note that for this work, you should also tell Crawl toignore the "You feel sick messages". For example,runrest_ignore_message = You feel.*sickrunrest_ignore_poison = 4:100trapwalk_safe_hp = <trap_name>:<minimum_hp>, ...This only works if trapwalk.lua has been sourced already in init.txt.Any square containing one of the listed trap types will be consideredsafe for travel if your hp is greater than or equal to the numberconnected to the trap in question.All the existing trap types can be used, but in practice only themechanical traps (dart, bolt, arrow, needle, spear, axe, blade) makesense. Note that travel tries to avoid traps if this is easily possible.Defaults to none. For example,trapwalk_safe_hp = dart:15, needle:25, spear:50Using small scripts in init.txt, travel can get even more convenient.* Deciding whether monsters are worth stopping for:Defining a "ch_stop_run" function affects the monster stop condition for *all*run modes: shift-running, travel, explore and interlevel travel.{function ch_stop_run(mons)local name = mons.name-- Stop running only if these monsters get closer than 3 squaresif name == "swamp worm" or name == "big fish"or name == "giant goldfish" or name == "lava worm"or name == "butterfly" then-- mons.x and y coords are relative to the player.local dist = mons.x * mons.x + mons.y * mons.yif dist >= 9 then return false endendreturn trueend}4-g Stashes.----------------stash_tracking = (explicit | dropped | all)A stash is a heap of items tracked by crawl. You can search in yourstashes with Ctrl-F. This options rules how stashes are generated.When stash_tracking is set to 'explicit' (the default), you have toexplicitly tell the game what squares you want it to keep track of. Youdo that by stepping onto the square containing your stash of goodies andhitting Ctrl+S. The game will now keep track of what's on the square,when you add and remove stuff from your stash. If you remove everythingfrom that square, the game will stop tracking the square altogether. Youcan also erase a stash square with Ctrl-E.When stash_tracking is set to 'dropped', any square where you dropsomething becomes a stash, and the game keeps track of all suchsquares.When stash_tracking is set to 'all', the game marks any square where itsees any object as a stash. That gives you a comprehensive list ofeverything your character sees in the dungeon, but may slow the gamedown and use too much memory on older computers.4-h Command Enhancements.-----------------------------auto_list = falseChange to true if you want to automatically list appropriate inventoryitems for commands like eat and read. This is like immediately hitting'?', and can be confusing to beginners because they won't get to seethe prompts. This option does not apply to spell casting... Conjurerswould probably find that really annoying.lowercase_invocations = falseSet this option to true if you prefer to have invocations on 'a'-'e'instead of the traditional 'A'-'E' (which is the default). Setting totrue save invocations an annoying shift keypress.easy_open = falseOpen doors by moving on to them. Highly convenient. Note that traveland exploration will automatically open doors depending on this option.easy_butcher = falseIf true, auto-switch to uncursed short blade for butchery.easy_armour = trueAllows auto removal of armour when dropping it.easy_confirm = (none | safe | all)Make confirmation questions easier to answer:none = force capitals on Y/N questionssafe = force only on questions that will end game (default)all = never force capitalsWARNING TO KEYPAD USERS: The number 7 is mapped to the letter 'y',which can result in accidentally answering yes to questions; it issuggested that you use a value of 'none' or 'safe'easy_quit_item_lists = falseSetting this option to true allows the quitting of item listing withspace as well as escape. These lists are essentially all of those thatare requesting an inventory item and accept '?' and '*'.The identify list will never easy quit. The default is false.easy_exit_menu = trueIn multidrop (and pickup) menus, paging past the end will drop out ofthe menu if easy_exit_menu is true.default_autoprayer = falseWhen set to true, the game will start with automatic prayers. Thisoption can be toggled in-game with Ctrl-V.Letting Crawl pray throughout and automatically can be useful for godslike Trog and Makhleb, who constantly demand kills from their followers.Automatic prayers take a turn like manual prayers and will only happenif- there is no hostile monster in sight- some further conditions (like not standing at an altar)Note that even when you're praying, you can renew prayer anytime.Also note the option safe_zero_exp (see 4-a) decides whether zeroexperience monsters (like plants) are considered hostile.sort_menus = falseWhen set to true, items are sorted by description in inventory andpickup menus. When set to false (default), items are ordered byequipment slot.4-i Messages and Display Enhancements.------------------------------------------show_uncursed = trueThis option adds the text "uncursed" to items where the curse status isrelevent and known. Does not bother to show "uncursed" on items that arefully identified (showing pluses), since that wound be redundant andwaste space. Should be set to true.hp_warning = 25hp_warning gives "* * * LOW HITPOINT WARNING * * *" on the dangerchannel when the player takens damage and their hitpoints are less thanthis percentage of their maximum (use 0 to turn off these messages). Itis recommended to usehp_warning = 55terse_hand = trueSet this to false to have the "in hand" description on the main screenthe same as the inventory. The default setting of true will give thenewer more terse description that should fit the limited space better(but will be harder for new players to understand).delay_message_clear = falseSetting this option to true will delay the clearing of messages untilthe message space is full (default is false which results in clearingbetween player actions).always_greet = falsealways_greet will give the race/class and god messages everytime thegame is started.menu_colour = <colour>:<regex>This prints a line (of the inventory, a menu, or the discoveriesscreen) containing regex in the stated colour. There can be severalstatements in a list, or also several menu_colour lines. When usingseveral menu_colour lines, the colour of the _first_ matching regexis applied. For a list of colours, check the colour option in 6-a.To colour worn stuff and highlight cursed items, takemenu_colour = lightred: cursed.*(worn|neck|hand|weapon)menu_colour = green:(worn|neck|hand|weapon)menu_colour = red: cursedIf you frequently die because you forget to use emergency items, trymenu_colour = cyan:(potions? of heal wounds|teleportation)menu_colour = lightcyan:(blinking|wand of (fire|cold|draining))To quickly check what potions were trashed by a mummy curse, usemenu_colour = lightred:potions? of (degeneration|decay)4-j Missiles.-----------------fire_items_start = aSets the first inventory item to consider. Default is a, many use c.fire_order = launcher, dart, stone, dagger, spear, handaxe, clubThe list should be on one line of items, with commas between items.'launcher' refers to firing the appropriate missile for the wieldedweapon (ie crossbow, bow, sling, blowgun). You'll almost certainlywant it first, as it'll be ignored when you're not wielding a rangedweapon. The default isfire_order = launcher, dartTo quickly experiment with a weapon-throwing character - e.g. tomake your Berserker actually use those three spears he carries around,try a line similar to:fire_order = launcher, dagger, spear, handaxe, stone, dart<See also pickup_thrown in A.4a.>4-k Message Channels.-------------------------Crawl communicates to the players with its message window. Every message belongsto one of the so-called channels. The behaviour of each channel can be changedwith the optionchannel.CHANNEL_NAME = (COLOUR | mute | default | on | off | plain)CHANNEL_NAME can currently be one of these:plain = regular text (and things "uncoloured")prompt = input prompts to the playergod = messages from the godspray = standard praying messages (start/end of prayer)duration = messages about character spells/effects wearing offdanger = serious threats to the characters existencefood = warnings about foodwarning = various other warningsrecovery = recovery from disease/stat loss/poison conditionsmultiturn = indicates long actions (wearing armour, dissecting etc.)talk = monsters talking (acting)intrinsic_gain = level/stat/species power gainsmutation = gain/lose mutationsmonster_spell = messages about monsters gesturing and casting spellsmonster_enchant = messages pertaining to monster enchantments (up or down)monster_damage = messages telling how damaged a monster isrotten_meat = messages about chunks/corpses becoming rottenThe channel options aremute = show no messages from channel (dangerous, be careful!)default = turn channel on to it's default schemealternate = turn channel on to it's alternate "colourful" schemeon = same as defaultplain = make channel the same colour as the "plain" channel(won't do anything silly like "mute" if plain == mute, though)off = same as plainCOLOUR can be any of the colours described in section 6-a (colours option).The only multi-colour channels currently are monster_damage and god. All otherchannels are defaulted to on, except for multiturn, which defaults to mute.Note that the template init.txt setschannel.multiturn = onin order to help new players. You may want to comment out this option, ifthe messages are too verbose.4-l Inscriptions.---------------------In Crawl, items can be manually inscribed with the '{' command. This adds anote in curly braces to the item inscription. Several inscriptions arefunctional, namely all containing one of the following@w9 -- now typing 'w9' will wield this item@*9 -- now any action command followed by '9' will use this item!w -- before wielding this item, Crawl will ask for confirmation!* -- any action with this item causes a prompt=g -- item will be picked up automatically if autopickup is on=k -- item will be ignored in all listings on the ground(it can still be picked up if it's the only item on the ground)(in the example 'w' could be any sensible command and '9' could be any digit).An item may contain more than one shortcut.autoinscribe = <regex>:<inscription>Any item whose description contains the regex will be automaticallyinscribed (if autopickup is toggled on). For example, marking allroyal jellies and honeycombs eases the Hive (if food is not in theautopickup option):autoinscribe = royal jell:=gautoinscribe = honeycomb:=g4-m Macro related Options.------------------------------flush.failure = trueflush.command = falseflush.message = falseThese are useful when using macros. Setting one of these sub-optionsto true will cause the entire input buffer to be dumped and thuseffectively stop the macro. The sub-options currently arefailure -- when spells/abilities get miscastcommand -- whenever the game is about to get the next commandmessage -- whenever the game outputs a non-mute message5- Character Dump.===================5-a Items and Kills.------------------------The character dump or morgue files end with a list of all monsters that perishedwhile the character was active. By default, dead monsters are grouped in three parts:Vanquished Creatures -- monsters killed by the characterCollateral Kills -- kills of friendly monstersOthers -- all other casualties (e.g. traps, hostile monsters)kill_map = friend:you, other:youwill merge friendly and other kills into the main vanquished creatureslist. Note that the merging is only for display (the game stillmaintains three separate lists internally) and that kill places (seebelow) may be in the wrong order for merged entries. The default is anempty list.dump_kill_places = (none | all | single)In the Vanquished Creatures list, this option controls how thelocations of each kill are displayed. Use 'none' to suppress placedisplay altogether, 'all' to display all known (up to 5) kill places,anything else to the default of showing kill places only for singlekillsdump_item_origins = artifacts, rodsThe game remembers where you find items. If you want this item originmemory listed in your dumps, use this option to select which items getannotated. Available selectors are:artifacts, ego_arm, ego_weap, jewellery, runes,rods, staves, books, all, none.If you use multiple dump_item_origins lines, the last line takes effect;all preceding lines are ignored.If you don't want any items to be annotated, set dump_item_origins tonone, and set dump_item_origin_price to -1.dump_item_origin_price = 100Item origins are dumped if the price of the item is greater than orequal to this amount. Set this to -1 to prevent selection by price.dump_message_count = 4The number of last messages to be displayed in character dump files.dump_order = header,stats,misc,notes,inventory,skillsdump_order += spells,mutations,messages,screenshot,killsControls the order of sections in the dump. You can use multipledump_order lines - all lines but the first must use dump_order +=verbose_dump = falseverbose dump causes less important item details to appear in characterdumps.5-b Notes.--------------Crawl can automatically log certain events during play. You can read these inthe dump or morgue files. Below are options for tweaking this behaviour.use_notes = trueSet to true to get note-taking. The following events are logged:- Gaining or losing a level- Entering a dungeon level for the first time- Memorizing a spell of higher level than any learned before- Becoming a worshipper of a god- Abandoning a god- Receiving a gift from a god (except Xom)- Being able to invoke a godly power for the first time- Identifying items (see below)- Killing OOD or unique monsters (see below)- Reaching critical HP levels (see below)- Gaining or losing mutations- Reaching significant levels in a skill (see below)You can use the command ':' for manually adding notes.note_items = <regexes>When an item is identified, it will be noted if it is an artifact(fixed, unrand, or random) or if its short description matches a regex.E.g.note_items = rod,book,rune,aquirementood_interesting = 8Monsters which are out of depth (OOD for short) for their current level,e.g. a dragon on level 2, will be noted if they are out of depth by atleast ood_interesting levels. To disable OOD monster noting, setood_interesting to 500; the default is 8.Unique monsters are always noted, regardless of this setting.OOD monsters are only noted in the main dungeon.note_hp_percent = 5If your HP falls below a certain note_hp_percentage of your max HP, anote will be taken. There is some code to avoid repetitions of notesbased on the same incident. The default is 0, which means no noting.note_skill_levels = 1,5,13,27This sets which skill levels are noteworthy. You can have multiplenote_skill_levels lines. The default is nothing (no notes.)note_skill_max = falseSetting this option will cause a note whenever a new maximum in skilllevels is reached. If note_skill_max is true and note_skill_levels isnonempty, notes will be taken whenever either of the criteria are met.note_monsters = <regex list>Monsters whose name matches an item in this comma-separated list areconsidered interesting. You can have multiple note_monsters lines. E.g.note_monsters = Klown,orb of firenote_messages = <regex list>Messages which match an item in this comma-separated list areconsidered interesting. You can have multiple note_messages lines. E.g.note_messages = Something interferesnote_messages = protects you from harmIf you want all banishments to the Abyss noted, usenote_messages = [bB]anish.*AbyssIf you want a note when your draconian scales turn <colour>, usenote_messages = Your scales startnote_all_spells = trueWill add a note for each spell memorised.6- Miscellaneous.==============6-a All OS.---------------macro_meta_entry = truemacro_meta_entry lets you specify non-printable keycodes like \{3} whencreating a macro. For instance, if you want to keymap 0 to Escape, you'duse a target keycode of \{27}.colour.OLDCOLOUR = NEWCOLOURUseful for terminals where some colours are hard to read (and cannotbe adjusted), as well as for creating a custom scheme, especially whenused with the background option on a terminal with a non-blackbackground.Format is colour.OLDCOLOUR = NEWCOLOUR, later rules take preference andthe NEWCOLOUR is always literal (ie. it won't re-evaluate to adifferent colour).The colours are:black, blue, green, cyan, red, magenta, brown, lightgrey,darkgrey, lightblue, lightgreen, lightcyan, lightred,lightmagenta, yellow, whitewith lightgray = lightgrey, darkgray = darkgrey. Some examples:colour.lightgray = blackcolour.lightcyan = cyancolour.yellow = brownwiz_mode = (no | never | yes)Wizard mode options (available only in WIZARD compiles):yes -- start games in wizard mode (game will not be scored)no -- still allows player to enter wizard mode after start of gamenever -- never allow a wizard command to be usedchar_set = (ascii | ibm | dec)Chooses different character sets for the game play screen. DOS andWindows users will want to use the IBM character set, Unix users willprefer DEC or plain ASCII.cset_ascii, cset_ibm, cset_dec, cset_anyCan be used to change individual characters in a specific characterset (the character set used for display is determined by the char_setoption). The syntax is the same for all of these; cset_any changescharacters in all character sets.cset_XXX = <dungeon_character_name : symbol>a list of these is allowed, as well.The possible entries for dungeon_character_name are:wall, wall_magic, floor, floor_magic, door_open, door_closed, trap,stairs_down, stairs_up, altar, arch, fountain, wavy, statue,invis_exposed, item_detected, item_orb, item_weapon, item_armour,item_wand, item_food, item_scroll, item_ring, item_potion,item_missile, item_book, item_stave, item_miscellany, item_corpse,item_gold, item_amulet, cloudMost of these are self-explanatory. "arch" is used for shops andportals. "floor_magic" and "wall_magic" are used to displaymagic-mapped squares on the level map. "invis_exposed" is the characterfor water creatures submerged in shallow water, or invisible creatureswading in shallow water.Symbols can be specified using a letter, or by a number (decimal code).For an example on IBM displays,cset_ibm = wall:219, arch:0shows walls as solid blocks and shops and portals as '0'.feature = <regex> { <symbol>, <magicmap symbol>, <view colour>,<levelmap_magic_colour>, <levelmap_seen_colour> }where <regex> is a regular expression describing a dungeon feature. Thisregex should match the description when using the 'x' command. In casethe regex matches several descriptions, all such features are affected.The list in {...} specifies the appearance of the dungeon feature(s),and should be self-explanatory. <symbol> can be used to override theabove cset options, or also to distinguish among subtypes of acharacter.'magic' always refers to magic mapping. So the <magicmap symbol> entrydetermines what symbol will be used for features only detected via magicmapping.Leading parameters in the {...} list can be omitted by leaving themblank and using placeholder commas. Trailing parameters can be omittedwithout placeholder commas.Multiple feature option lines can be used, as can multiple featuredescriptions strung together on the same line separated by semicolons.Examples:feature = rock wall { , , red } # shows rock walls in redfeature = metal wall {#} # use '#' for metal walls6-b DOS and Windows.------------------------dos_use_background_intensity = falseOn DOS and Windows, if you're using a console that can do high-intensitybackground colours, set this option to true for superiorfriend-branding. If your console doesn't like this option, some friendlymonsters will appear as blinking characters (and setting this option tofalse may be advisable to preserve your sanity in such cases).6-c Unix------------background = <colour>Sets the default background colour by name (defaults to BLACK). Thismay be useful if you're using a terminal with a background colour otherthan black (such as an xterm), but this option is still experimentaland the results may not be very good.
DUNGEON CRAWL Stone Soup v0.1.3.- the manual -Contents--------A. OverviewB. Starting ScreenC. Abilities and StatsD. Dungeon ExplorationE. Experience and SkillsF. MonstersG. ItemsH. SpellcastingI. ReligionJ. MutationsK. Keymaps, Macros, OptionsL. Licence, Contact, HistoryM. PhilosophyX.1 List of SpeciesX.2 List of ClassesX.3 List of SkillsX.4 Keys and CommandsX.5 List of Enchantments--------------------------------------------------------------------------------A. Overview--------------------------------------------------------------------------------Crawl is a fun game in the grand tradition of games like Rogue, Hack and Moria.Your objective is to travel deep into a subterranean cave complex and retrievethe Orb of Zot, which is guarded by many horrible and hideous creatures.Detailed instructions for playing Crawl follow. If you want to get into the gamequickly, read the quick-start guide (quickstart.txt) and learn as you play.Otherwise, it may be worth your while to read at least part of this file(although it will probably confuse you somewhat). Read at least the disclaimerin section L of this document and the licence.txt file, though.--------------------------------------------------------------------------------B. STARTING SCREEN--------------------------------------------------------------------------------After starting Crawl, you'll be asked to type in a name. If there is a savedgame of that character, it will be restored, otherwise you proceed choosing raceand class (this can be done in either order). The choice ofspecies affectsseveral important characteristics, in particular the speed with which thedifferent skills are learned. This is very important, and helps to differentiateclearly the 26 available races. To be complete, the following factors arespecies-dependent:Major: o Your choice of classeso Your rate of level advancemento Your rate of skill advancemento Your initial primary attributes (this also depends on class)Minor: o Occasional bonus points added to some primary attributeso The amount of hit points you get each levelo The amount of magic points you get each levelo Your initial equipment (this also depends on class)o Various special abilities and powersNote that Humans are the average to which all other races are compared.The choice of class is definitely less decisive than that of species in Crawl.Basically, it settles what the character has learned prior to entering thedungeon (i.e. the starting skills), and also has impact on equipment andhit/magic points at start.Some species are slower than humans in most/all skills. For some classes theseraces may seem to have very few skills because they haven't quite earned thefirst level of several of their skills (Centaurs are notable in this regard...although non-human Wanderers can appear to start with no apparent skills atall). This isn't a bug or an oversight, these species are just particularlyweaker than humans at these classes.You will notice that no species (except Humans) has access to all classes.Looking at the available combinations should give you a rough impression aboutthe weaknesses and strengths of the different races.For some combinations of race and class, some further choices have to be made,e.g. of starting god for Chaos Knights, or of starting weapon for Fighters.--------------------------------------------------------------------------------C. ATTRIBUTES AND STATS--------------------------------------------------------------------------------The stat area tp the right of the playing map shows a lot of numbers. Thesedescribe different aspects of the hero. The most basic ones areHit points: A measure of life force. Death results from hitpoints dropping----------- to zero or less (although there are additional ways to die).The main screen shows hit points in the format HP: 8/10which means that the number of maximal hit points is 10, fromwhich the character currently has 8. Resting (by pressing 's','.', Del will slowly restore hit points; for longer resting use'5' or Shift-Num-5).Some very battle-fixated characters may end up with more than250 hit points, yet some spellcasters are known to have finishedthe game victorious with less than 100 hit points.Magic points: A measure of magic or other intrinsic power. This is used for------------- spellcasting, but also berserking and invoking of many specialabilities. Displayed in a style similar to hit points, nothingbad happens if these drop to zero. Resting restores these, too.It is uncommon to have more than 50 magic points (without usingexternal devices).Level: Starting characters have experience level 1; the highest level------ is 27. The current level is displayed in the stat area after"Experience". Gaining a level nets additional hit and magicpoints, as well as spell slots and sometimes primary attributes.The following primary attributes describe the abilities of a character to fight,dodge, learn spells etc. They grow permanently from gaining levels, andtemporary from using appropriate artefacts or abilities. Crawl has only three:Strength: Affects the amount of damage you do in combat, as well as how--------- much stuff you can carry.Intelligence: Affects how well you can cast spells as well as your ability------------- to use some magical items.Dexterity: Affects your accuracy in combat, your general effectiveness---------- with missile weapons, your ability to dodge attacks aimed 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.Furthermore, the following numbers settle the appearance of your character.Armour Class: Also called AC, when something injures you, your AC reduces the------------- amount of damage you suffer. The number next to your AC is ameasure of how good your shield (if any) is at blocking attacks.In both cases, more is better.Evasion: Also called EV, this helps you to avoid being hit by unpleasant-------- things.Gold: This is how much money you're carrying. Money adds to your----- final score, and can be used to purchase items in shops.Magic Resistance: Affects your ability to resist the effects of enchantments and----------------- similar magic directed at you. Although your magic 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't seewhat yours is.Sometimes characters will be able to use special abilities, for example theNaga's ability to spit poison or the magical power to turn invisible granted bya ring. These are accessed through the 'a' command.There are many ailments or enchantments that can temporarily befall you. Theseare noted in the stats area below the experience line. Many of them areself-explaining, like Pray, or Hungry. Many others, however, can be subtle, anda full list with explanations is given in appendix X.5.--------------------------------------------------------------------------------D. EXPLORING THE DUNGEON--------------------------------------------------------------------------------Movement:---------You can make your character walk around with the numeric keypad (try bothNumlock on and off) or the "Rogue" keys (hjklbnyu). If this is too slow, you canmake your character walk repeatedly by typing shift and a direction. They willwalk in that direction until any of a number of things happen: a hostile monsteris visible on the screen, a message is sent to the message window for anyreason, you type a key, or you are about to step on anything other than normalfloor or an undiscovered trap and it is not your first move of the long walk.Note that this is functionally equivalent to just pressing the direction keyseveral times.Resting and Searching:----------------------If you press shift and '5' on the numeric keypad (or just the number '5' on thekeyboard) you rest for 100 turns or until your hit points or magic return tofull, whichever is sooner. You can rest for just one turn by pressing '.',Delete, 's', or '5' on the keypad. Whenever you are resting, you are assumed tobe observing your surroundings, so you have a chance of detecting any traps orsecret doors adjacent to you.Examining:----------The section of the viewing window which is coloured (with the '@' representingyou at the centre) is what you can see around you. The dark grey around it isthe parts of the level which you have visited, but cannot currently see. The 'x'command lets you move the cursor around to get a description of the variousdungeon features, and typing '?' when the cursor is over a monster brings up ashort description of that monster. You can get a map of the whole level (whichshows where you've already been) by typing the 'X' key. This map speciallycolour-codes stairs and known traps, even if something is on top of them.Staircases and Portals:-----------------------You can make your way between levels by using staircases, which appear as '>'(down) and '<' (up), by pressing the '>' or '<' keys. If you ascend an upstaircase on level one, you will leave the dungeon forever; if you arecarrying the magical Orb of Zot, you win the game by doing this.Occasionally you will find an archway; these lead to special places like shops,magical labyrinths, and Hell. Depending on which type of archway it is, you canenter it by typing '<' or '>'.Doors and Traps:----------------Doors can be opened with the 'o' command and closed with the 'c' command.Pressing control plus a direction also opens doors. If there is no closed doorin the indicated space, you will attempt to attack any monster which may bestanding there (this is the only way to attack a friendly creature hand-to-hand). If there is no creature there, you will attempt to disarm any trap inthe target square. If there is apparently nothing there you will still attackit, just in case there's something invisible lurking around.A variety of dangerous and irritating traps are hidden around the dungeon. Trapslook like normal floor until discovered. Some traps can be disarmed with thecontrol-direction commands.Shops:------When you are in a shop, you are given a list of the shopkeeper's stock fromwhich to choose, and a list of instructions. Unfortunately the shopkeepers allhave an enterprise bargaining agreement with the dungeon teamsters union whichprevents them using non-union labour to obtain stock, so you can't sellanything in a shop (but what shopkeeper would buy goods from a disreputableadventurer like you, anyway?).Automated Travel and Exploration:---------------------------------Crawl has an extensive automated travel command: pressing Ctrl-G lets you choseany dungeon level, the game will then take the shortest path to reach thisdestination. You can use autotravel also on the level map: move the cursor tothe place where you want to go and hit Enter. There are several shortcuts whenchoosing destinations: try '<' and '>' to quickly reach the staircases. Whenyour autotravel gets interrupted, Crawl will remember the previous destination.Hitting Ctrl-G again and following with Enter puts the cursor on that square.See appendix X.4 for all commands and shortcuts in level-map mode.Another use of autotravel is exploration: Ctrl-O makes your character moveto the nearest unexplored area. This can be dangerous - do not use it when knownhostiles are around! Also note that this algorithm is not optimal: by manualexploration you can save turns; yet auto-explore will probably save real-time.Stashes and Searching:----------------------Since you can only carry 52 items, you will want to safely stash things awayat some time. Pressing Ctrl-S tells Crawl to consider all items on the squareas a Stash (this is only necessary with the option stash_tracking=explicit,which is the default; with the other two values manually declaring stashes isnot necessary). You can use the Find command Ctrl-F to search among yourstashes; the parser accepts even regular expressions, although you will mostlyjust need strings like 'mutation', 'heal wounds' etc. Ctrl-F also looks amongitems in shops. A list with all places is presented, where objects matchingthe search are (or have been) located; you can then travel there.The Goal:---------You goal is to locate the Orb of Zot, which is held somewhere deep beneath theworld's surface. The Orb is an ancient and incredibly powerful artefact, andthe legends promise great things for anyone brave enough to extract it fromthe fearsome Dungeon. Some say it will grant immortality or even godhood tothe one who carries it into the sunlight; many undead creatures seek it in thehope that it will restore them to life. But then, some people will believeanything. Good luck!Further Help:-------------A full list of the commands available to you can be accessed by typing '?'(question mark). If you don't like them, they can be changed by the use ofkeymaps and macros. See macro.txt in the Docs directory. A full list of alldefault commands (in the various modes) also appears in appendix X.4.--------------------------------------------------------------------------------E. EXPERIENCE AND SKILLS--------------------------------------------------------------------------------When you kill monsters, you gain experience points (xp) and you also receive onehalf experience for monsters killed by friendly creatures. When you get enoughxp, you gain an experience level, making your character more powerful. As theygain levels, characters gain more hit points, magic points, and spell levels.Additionally, the experience you gain is used for your experience pool. Thispool of points is used up whenever you practice a skill. These skills representproficiency with all areas of endeavour an ambitious adventurer might need inthe dungeons. They range from different weapon skills (both for close and rangedcombat) to many magical skills and several additional activities like Dodging orStabbing. See appendix X.3 for a detailed description of all skills present inCrawl. It is very important that the learn in which a character learns a skilldepends solely on race. These so-called aptitudes are hinted at generally in thelist of species (see appendix X.1).You can see your character's skills by pressing the 'm' key; the higher thelevel of a skill, the better you are at it. Every time your character gainsexperience points, those points become available to increase skills. You convertexperience points into skill levels by practising the skill in question (e.g.fight with a certain type of weapon, cast a certain type of spell, or walkaround wearing light armour to practise stealth). The amount of unassignedexperience points is shown next to your experience total on the main screen aswell as on the skills screen, and the number in blue next to each skill countsdown from 9 to 0 as you get closer to gaining a level in that skill.You can elect not to practise a particular skill by selecting it in the skillscreen (making it turn dark grey). This means that you will be less likely toincrease that skill when you practise it (and will also not spend as manyexperience points on it). This can be useful for skills like stealth which useup points whenever you move. It can also be used on a specific weapon skill ifyou want to spend more points on Fighting, and similarly with magic skills andSpellcasting.Occasionally you fill a manual of a skill which allows to make quick progress inthis area. Whenever you read it, all free experience is transferred intoexercising this particular skill. This can be done until a fixed amount ofexperience has been spent that way.--------------------------------------------------------------------------------F. MONSTERS--------------------------------------------------------------------------------In the caverns of Crawl, you will find a great variety of creatures, most ofwhich are displayed by capital or small letters of the alphabet. Many of themwould very much like to eat you. To stop them doing this, you will need tofight. To attack a monster, stand next to it and move in its direction; thismakes you attack it with your wielded weapon. Of course, some monsters are justtoo nasty to beat, and you will find that discretion is often the better part ofvalour.Some monsters can be friendly; friendly monsters will follow you around andfight on your behalf (you gain 1/2 the normal experience points for any killsthey make). You can command your allies using the '!' key, which lets you eithershout to attract them or tell them who to attack.A special kind of monsters are Uniques. Many of these come up with very nastyideas how to rid the dungeon of you. Treat them very carefully, in particular ifyou meet a unique for the first time.Other, even rarer, obstacles are statues. These appear in a variety of ways,ranging from harmless granite ones (who still often signify something ofinterest) to really dreadful ones. Be alert whenever seeing such a statue. Thebest method to destroy statues is by means of wands of disintegration; you canalso bash one by brute force, however.When playing Crawl, you will undoubtely want to develop a feeling for thedifferent monster types. For example, some monster leave edible corpses, othersdon't, and still others are sometimes. Guided by intuition, you will soon figureout which monsters make the best meals. Likewise, ranged or magic attackers willprove a different kind of threat then closed combateers. Learn from past deathsand remember which monsters pose the most problems. Try to treat them withdifferent measures in future encounters.--------------------------------------------------------------------------------G. ITEMS--------------------------------------------------------------------------------In the dungeons of Crawl there are many different kinds of normal and magicalartefacts to be found and used. Some of them are useful, some are nasty, andsome give great power, but at a price. Some items are unique; these haveinteresting properties which can make your life rather bizarre for a while.They all fall into several classes of items, each of which is used in adifferent way. Here is a general list of what you might find in the course ofyour adventures, how these are displayed and what commands there are to usethem:) weapons (use 'w'ield)( ammunition (use 't'hrow or 'f'ire)[ armour (use 'W'ear and 'T'ake off)% food (use 'e'at; also 'D'issect for corpses)? scrolls (use 'r'ead)! potions (use 'q'uaff)/ wands (use 'z'ap)= rings (use 'P'ut on and 'R'emove)" amulets (use 'P'ut on and 'R'emove)\ staves, rods (use 'w'ield for staves; 'E'voke for rods)+ spellbooks (use 'r'ead and 'M'emorise and 'Z'ap)} miscelleneous (use generally 'w'ield and 'E'voke)There are several general keys for item management:'d' drop item'g' pick up item from the ground (also with the comma key ',')for several items press 'g' or ',' twice to get a pickup menu'=' reassign item slot (works also for spells slots)'i' shows inventory'v' examine item'}' inscribe item'\' check list of already discovered itemsItem usage:-----------You pick items up with the 'g'et or ',' (comma) command and drop them withthe 'd'rop command. When you are given a prompt like "drop which item?" or"pick up <x>?", if you type a number before either the letter of the item,or 'y' or 'n' for yes or no, you will drop or get that quantity of the item.Picking up items from one square takes always one turn. Dropping severalitems in one go takes _more_ turns, so be careful here.Typing 'i' gives you an inventory of what you are carrying. When you aregiven a prompt like "Throw [or wield, wear, etc] which item?", you can typethe letter of the item, or you can type '?' or '*' to get an inventory list.'?' lists all appropriate items, while '*' lists all items, appropriate ornot. When the inventory screen is showing "-more-", to show you that thereis another page of items, you can type the letter of the item you wantinstead of Space or Enter. You can carry at most 52 items at once, and thetotal weight is bounded by your carrying capacity. Both of these are printedat the top of the inventory screen.You can use the adjust command (the '=' key) to change the letters to whichyour possessions are assigned. This command can be used to change spellletters as well.Some items can be stickycursed, in which case they weld themselves to yourbody when you use them. Such items usually carry some kind of disadvantage:a weapon or armour may be damaged or negatively enchanted, while rings canhave all manner of unpleasant effects on you. If you are lucky, you mightfind magic which can rid you of cursed items.Items like scrolls, potions and some other types each have a characteristic,like a label or a colour, which will let you tell them apart on the basis oftheir function. However, these characteristics change between each game, sowhile in one game every potion of healing may be yellow, in another gamethey might all be purple and bubbly. Once you have discovered the functionof such an item, you will remember it for the rest of the current game. Youcan access your item discoveries with the '\' key.A very useful command is the 'v' key, which gives you a description of whatan item does. This is particularly useful when comparing different types ofweapons, but don't expect too much information from examining unidentifieditems.Another useful command is the '{' key which lets you inscribe items with acomment. You can also inscribe commands; in particular inscripting '=k'will cause the item to be completely ingnored from now on (it can only bepicked up if all items on that square have the '=k' mark). An item with '@w9'can be wielded with the command 'w9', i.e. regardless of their actual itemslot (here 'w'ield could be replaced by any sensible command key, using '*'signifies all keys at once; and the '9' could be substituted by any digit).An item with '!w' demands confirmation before wielding. For more on this, andespecially auto-inscription, see crawl-options.txt.) Weapons:----------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 differing amount ofdamage, has a different chance of hitting its target, and takes adifferent amount of time to swing. You should choose your weaponscarefully; trying to hit a bat with a greatsword is about as clever asbashing a dragon with a club. For this reason it is wise to have a goodmixture of weapon skills. Skills affect damage, accuracy and speed.Weapons can be enchanted; when they are identified, they have values whichtell you how much more effective they are than an unenchanted version. Thefirst number is the enchantment to-hit, which affects the weapon'saccuracy, and the second is its damage enchantment; weapons which are notenchanted are simply '+0'. Some weapons also have special magical effectswhich make them very effective in certain situations. Some types of handweapons (especially daggers, spears and hand axes) are quite effectivewhen thrown.You can wield weapons with the 'w' command, which is a very quick action.If for some reason you want to go bare-handed, type 'w' followed by ahyphen ('-'). Note that weapons are not the only class of item which youcan wield.The ' (apostrophe) key is a shortcut which automatically wields item a. Ifitem a is being wielded, it causes you to wield item b instead, if possible.Try assigning the letter a to your primary weapon, and b to your bow orsomething else you need to wield only sometimes. Note that this is just atyping shortcut and is not functionally different to wielding these itemsnormally.( Ammunition:-------------If you would rather pick off monsters from a safe distance, you will needammunition for your sling or bow. Darts are effective when simply thrown;other kinds of ammunition require you to wield an appropriate device toinflict worthwhile damage. Ammunition has only one "plus" value, whichaffects both accuracy and damage. If you have ammunition suitable forwhat you are wielding, the 'f' command will choose the first lot in yourinventory, or you can use the 't' command to throw anything. If you areusing the right kind of hand weapon, you will "shoot" the ammunition,otherwise you "throw" it. At times it also sensible to throw weapons likespears, daggers, or hand axes.When throwing something, you are asked for a direction. You can eitherenter one of the directions on your keypad, or type '*' and move thecursor over your target if they are not in a direct line with you. Whenthe cursor is on them, press '.' (period) or Delete to target them (youcan also target an empty space if you want). If you press '>' instead of'.', the missile will stop at that space even if it misses, and if thetarget space is water, it may hit anything which might be lurking beneaththe surface (which would otherwise be missed completely). If you type '.'(or Del) instead of a direction or '*', or if you target yourself asdescribed above, you throw whatever it is at yourself (this can be usefulwhen zapping some wands; see later). Also, if you type 'p' instead of adirection or '*', you will target your previous target (if stillpossible).[ Armour:---------This is also rather important. When worn, most armour improves your ArmourClass, which decreases the amount of damage you take when somethinginjures you. Unfortunately the heavier types of armour also hamper yourmovement, making it easier for monsters to hit you (ie reducing yourevasion score) and making it harder for you to hit monsters. These effectscan be mitigated by a high Armour skill. Wearing heavy armour alsoincreases 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 it lets youblock some of the attacks aimed at you and absorbs some of the damage youwould otherwise receive from things like dragon breath and lightningbolts. Wearing a shield (especially a large shield) makes you lesseffective in hand combat. Shields are more effective when you're fighting asmall number of foes than when you're surrounded.In general, shields come in three sizes: bucklers, shields, and largeshields. All shields can be used with bows and rods, although the penaltiesmake it rather inadvisable for anything other than a buckler.Some magical armours have special powers. These powers are sometimesautomatic, affecting you whenever you wear the armour, and sometimes mustbe activated with the 'a' command.You can wear armour with the 'W' command, and take it off with the 'T'command.% Food:-------This is extremely important. You can find many different kinds of food inthe dungeon. If you don't eat when you get hungry, you will eventuallydie of starvation. Fighting, carrying heavy loads, casting spells, andusing some magical items will make you hungry. When you are starving youfight less effectively as well. You can eat food with the 'e' command.? Magical Scrolls:------------------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) with the'r' command.! Magical Potions:------------------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, but there are manyother varieties of potions to be found. Potions can be quaffed (drunk)with the 'q' command. Try to avoid drinking poisonous potions!By the way, you can also drink from fountains you encounter in the dungeon./ Wands:--------Sometimes you will be lucky enough to find a stick which contains storedmagical energies. Wands each have a certain amount of charges, and a wandwill cease to function when its charges run out. You must identify a wandto find out how many uses it has left. Wands are aimed in the same way asmissile weapons, and you can invoke the power of a wand by 'z'apping it.=" Rings and Amulets:---------------------Magical rings are among the most useful of the items you will find in thedungeon, but can also be some of the most hazardous. They transfer variousmagical abilities onto their wearer, but powerful rings like rings ofregeneration or invisibility make you hunger very quickly when activated.You can put on rings with the 'P' command, and remove them by typing 'R'.You can wear up to two rings simultaneously, one on each hand; which handyou put a ring on is immaterial to its function. Some rings functionautomatically, while others require activation (the 'a' command).Amulets are similar to rings, but have a different range of effects (whichtend to be more subtle). Amulets are worn around the neck, and you canwear only one at a time.\ 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, and hold spells which you can cast without havingto memorise them first, and also without consuming food. You must wield astaff like a weapon in order to gain from its power, and magical stavesare as effective as +0 quarterstaves in combat. Spell staves can beInvoked with the 'E' command while you are wielding them.+ Books:--------Most books contain magical spells which your character may be able to learn.You can read a book with the 'r' command, which lets you access adescription of each spell, or memorise spells from it with the 'M' command.Some books have other special effects, and powerful spellbooks have beenknown to punish the attentions of incompetent magicians.Occassionally you will find manuals of some skill. Reading these will causeto go your free experience straight into that skill.% Carrion:----------If you manage to kill a monster delicately enough to avoid scattering bitsof it around the room, it may leave a corpse behind for you to play with.Despite the fact that corpses are represented by the same '%' sign asfood, you can't eat them without first cutting them into pieces with the'D' command, and being extremely hungry helps as well. Even then, youshould choose your homemade food with great care.Some classes are less restricted about selfmade food: Trolls can use theirclaws, so do not need a cutting device. Also Trolls, Orcs, Ogres, and Koboldscare less (in different degrees) about the quality of the corpse. Ogres andTrolls are happy to have corpse-snacks anytime. This does not apply to OgreMages, as that race separated itself from the brutish traits of their distantrelatives.{ Miscellaneous:----------------These are items which don't fall into any other category. You can use manyof them by wielding and 'E'voking them. You can also use some otherspecial items (such as some weapons) by invoking them in this way.Racial Items:-------------Some items have been crafted by members of a gifted race, and have specialproperties. In addition, items made by a specific race work better in thehands of people of that race.Dwarven weapons and armours are very durable, and do not rust or corrodeeasily.Orcish bows/crossbows are particularly effective in combination with orcisharrows/bolts.Elven armour is unusually light, and does not affect the dodging or stealthof its wearer to the extent that other armours do. Elven cloaks and bootsare particularly useful to those who wish to be stealthy, and elven bows areparticularly effective in conjunction with elven arrows.Centaurs and Nagas have uniquely shaped bodies. With luck, however, acharacter of these species might find a Centaur or Naga barding.--------------------------------------------------------------------------------H. SPELLCASTING--------------------------------------------------------------------------------Magical spells are a very important part of surviving in the dungeon. Everycharacter class can make use of magical spells, although those who enter thedungeon without magical skills must practise by reading scrolls before they canattempt spellcasting.There are many skills related to magic, the principal one being Spellcasting.This determines the number of Magic available and higher Spellcasting helps atseveral places when spells are involved. Next there are several general areas(Conjuration, Enchantments, Summonings, Necromancy, Translocations,Transmigration, and Divination) as well as several elemental areas (Fire, Ice,Air, and Earth). A particular spell can belong (and thus train) to up to threeareas. Being good in the areas of a spell will improve the casting chance and inmany cases the effect as well.Spells are stored in books, which you will occasionally find in the dungeon.You can read books with 'r' to look what spells they contain. In order to try tomemorise a certain spell, use the 'M' command. Memorising can take a while. Eachspell has a Level, which denotes the amount of skill required to use it as wellas indicating how powerful it may be. You can only memorise a certain number oflevels of spells; type 'M' to find out how many. When you gain experiencelevels, you can memorise more, and you will need to save up for several levelsto memorise the more powerful spells. When you cast a spell, you temporarilyexpend some of your magical energy as well as becoming hungrier (although morepowerful spellcasters hunger less quickly from using magic).You activate a memorised spell by pressing 'Z' (for Zap). The spells availableare labelled with letters; you are free to change this labelling with the '='command. You can assign both lowercase and uppercase letters to spells. Somespells, for example most damage dealing ones, require a target. This is done inthe same way as throwing projectiles: chose a direction to fire straight, orchose a monster with the '+' or '-' keys and press '.' (or Enter) to fire;finally you can manually target by pressing '*'. See appendix X.4 for a list ofall commands while targeting.High level spells are difficult to cast, and you may miscast them every oncein a while (resulting in a waste of magic and possibly dangerous side-effects).Your chance of failing to cast a spell properly depends on your skills, yourintelligence, the level of the spell and whether you are wearing heavy armour.Failing to cast a spell exercises your spell skills, but not by as much ascasting it successfully.Many of the more powerful spells carry disadvantages or risks; you should readthe spell description (obtained by reading the spellbook in which you foundthe spell) before casting anything.There is a completely different way to the usage of spells: via rods. Theseare magical staves holding a number of spells.Be careful of magic-using enemies! Some of them can use magic just as well asyou, if not better, and often use it intelligently.--------------------------------------------------------------------------------I. RELIGION--------------------------------------------------------------------------------There are a number of Gods, Demons and other assorted Powers who will acceptyour character's worship, and sometimes give out favours in exchange. You canuse the '^' command to check the requirements of whoever it is that youworship, and if you find religion to be an inconvenience you can alwaysrenounce your faith (use the 'a' command - but some Gods resent beingscorned!).The 'p' command lets you pray to your God. Anything you do while praying, youdo in your God's name - this is how you dedicate your kills or corpse-sacrifices('D' command) to your God, for example. Note that not all gods like this.Praying also gives you a sense of what your God thinks of you, and can be usedto sacrifice things at altars.To use any powers which your God deems you fit for, access the abilities menuwith the 'a' command; God-given abilities are listed as invocations.Some classes start out religious; others have to pray at an altar to dedicatethemselves to a life of servitude. There are altars scattered all over thedungeon, and your character has heard rumours of a special temple somewherenear the surface. At an altar, you can read a description of that god's generalattitude by pressing 'p'. You will be asked afterwards if you really want toattend this circle.Crawl currently has the following gods:ZinThe Shining OneKikubaaqudghaYredelemnulXomVehumetOkawaruMakhlebSif MunaTrogNemelex XobehElyvilonThe following gods can be worshipped from the very beginning by some classes:Zin traditional priestsYredelemnul priests of death, and death knightsThe Shining One paladinsTrog berserkerXom chaos knightsMakhleb chaos knightsElyvilon healers--------------------------------------------------------------------------------J. MUTATIONS--------------------------------------------------------------------------------Although it would doubtless be a nice thing if you could remain geneticallypure, there are too many toxic wastes and mutagenic radiations in the Dungeonfor that to be possible. If your character is so affected by these that he orshe undergoes physiological change, you can use the 'A' command to see howmuch of a freak they've become and the 'a' command to activate any mutationswhich can be controlled. Many mutations are actually beneficial to thecharacters, but there are plenty of nasty ones, as well. Many mutations havethree levels, each of which counts as a single mutation. All changes to theprimary attributes Strength, Intelligence, and Dexterity (apart from those bylevelling) are handled as mutations - in particular, these are not necessarilypermanent.You can also become mutated by overusing certain powerful enchantments,particularly Haste (not the kind you get from being berserk) and Invisibility,as your system absorbs too much magical energy - but you would have to spendalmost all of your time hasted or invisible to be affected. However, somepowerful items radiate dangerous levels of magical energy. More often thannot, the mutations caused by magical radiations express harmfully.Furthermore, certain corpses are mutagenic, and there are traps with mutationeffects. There are some spells invoking mutations.It is much more difficult to get rid of bad mutations. Am lucky mutationattempt can actually remove mutations. However, the only sure fire way is toquaff a potion of cure mutation, which will remove three random mutations.A special case are Demonspawns. Characters of this species get certain specialpowers during their career; these are listed in red. They are permanent andcan never be removed. If one of your Demonspawn powers has been augmented by amutation, it is displayed in a lighter red colour.--------------------------------------------------------------------------------K. KEYMAPS, MACROS, AND OPTIONS--------------------------------------------------------------------------------Crawl supports redefining keys via key maps. This is useful when your keyboardlayout makes some key awkward to use. You can also define macros: these arecommand sequences which can make playing a great deal more convenient. Notethat mapping 'a' to some other key will treat almost all pressings of 'a' inthat new way (including dropping and wielding etc.), so is not recommended.Macroing 'a' to some other key will only change the command key 'a'.You can set up key maps and macros in-game with the ` key, and save them withthe ~ key. Alternatively, you can directly edit the macros.txt file. For moreinformation on both and for examples, see the crawl_macros.txt.Crawl supports over 100 options which allows for great flexibility in theinterface. The decisive account on these is in the file crawl_options.txt.The options themselves are set in the file .crawlrc (for unix systems) orinit.txt (for Windows).Several interface routines are outsourced to external Lua scripts. The standarddistribution has them in the Lua directory. Have a look at the single scriptsfor short descriptions.--------------------------------------------------------------------------------L. LICENCE, CONTACT, HISTORY--------------------------------------------------------------------------------Licence: Read Licence.txt for information about the Crawl licence (whichis 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.If you want to discuss Crawl, it's best to stick to the long-standing newsgrouprec.games.roguelike.misc.Flag queries with -crawl- as other games are discussed there, as well. Alltopics related to this game usually meet a warm reponse there, including talesof victories (going under 'YAVP', i.e. 'Yet Another Victory Post'), especiallyfirst victories (YAFVP) as well as sad stories of deceased characters (being'YAAD' or 'YASD', i.e. 'Yet Another Annoying/Stupid Death').The Stone Soup branch of Dungeon Crawl has its own homepage located athttp://crawl-ref.sourceforge.netUse this page for direct links to downloads of the most recent version. You canalso submit bug reports and feature requests there. Be sure to have a look ifyou bug/feature isn't already in the list. For more complicated requests itmight be a good idea to discuss them at the newsgroup first.The history of Crawl is somewhat twisted, as is the case with many open-sourceprojects of this size. It started in 1995, when Australian based LinleyHenzell decided to create a game that takes its cue from Angband and Nethackbut avoids several things annoying him in both these games. Progress was maderapidly, and Linley produced Crawl versions up to 3.30 in March 1999. Duringthis time all of the basic design principles discussed in the next section werealready established. Further work was then carried out by a group of developerswho released 3.40 in February 2000. Of them, Brent Ross emerged as the singlemaintainer, producing versions until 4.0.0.beta26 in 2002. After a long periodof silent work, he went a great step by releasing 4.1.2alpha in August 2005.This version is generally considered unplayable due to severe balancing issues.It is likewise accepted, however, that 4.1.2 contained many valuable ideas forfuture progress. In the meantime, several patches appeared, improving Crawl'sinterface tremendously. Several of them formed a new devteam; after figuringout that rebalancing 4.1.2 threatened to become an impossible task, they createda new branch. This was coined Stone Soup for some reason, and is the game thismanual describes.It should be mentioned that there have been other Crawl variants over the years,among them Ax-Crawl by... and Tile Crawl by....The object of your quest in Crawl (the Orb of Zot) was taken from Wizard'sCastle, a text adventure written in BASIC.--------------------------------------------------------------------------------M. PHILOSOPHY--------------------------------------------------------------------------------You may ponder about the wisdom of certain design decisions of Crawl. Thissection tries to explain some of them. It could also be of interest if you areused to other roguelikes and want a bit of background on the differences.One basic design principle is avoidance of grinding. This explains why shopsdon't buy: otherwise players would hoover the dungeon for items to sell. Ofcourse, there are gods accepting all kinds of sacrifices (and thus altargrinding) but there are generally better ways to increase piety there. Anotherinstance: there's no infinite commidity available: food, monster and itemgeneration is generally not enough to support infinite play. Not messing withlighting also falls into this category.Another key feature is clarity: things ought to work in an intuitive way. Whilenot true for everything, Crawl probably is winnable without access to spoilers.At least that's the hope, and surely there are less hidden tricks than insimilar games.The skills and aptitude system is one of the factors for strategic play. It alsoserves to clearly differentiate the many species; thus providing replayability,in particular since the class/race combinations are by no means homogeneous indifficulty. Note that a rough idea about aptitudes is definitely enough to win,yet players can optimise here, as well.A weak spot of the current skill system is 'victory dancing', where charactersspend experience accumulated in a big battle with stupid actions (like castingMagic Dart at the wall) in order to increase specific skills.A very important point in Crawl is steering away from nobrainers. Examples forthis are the resistances: there are very few permanent sources, most involve achoice (like rings or specific armour) or are only semi-permanent (likemutations). Another example is the absence of guaranteed wishes (even scrolls ofacquirement produce random items in general) or sure-fire means of life saving(the closest equivalent are controlled blinks).The branch system of Crawl is devised with replayability in mind: even veteranplayers will find the Hells exciting (which themselves are construed such thatlife endangering situations can always pop up - this tries to avoid the walkingtank phenomon occurring in many games), and the Tomb is particularly easy onlyfor special playing styles.The deep tactical gameplay Crawl aims for necessitates permanent dungeon levels.Many a time characters have to choose between descending or battling. Whilecarefulness is a virtue in Crawl as it is in many other roguelikes, there arestrong forces driving characters deeper.Finally, there are deliberate choices that allow different playing styles. Forexample, Mummies do not need to eat and so are principally suited for a infiniteplay. Draconians, on the other hand, develop their final form (includingaptitudes, and sometimes resistances) only at level 7. These are a deviationfrom the usual rule that after choosing a race, the complete future of thatcharacter lies in the hand of the player.--------------------------------------------------------------------------------X.1 LIST OF CHARACTER SPECIES--------------------------------------------------------------------------------Human:------Humans tend to be hardworking and industrious, and learn new things quickly.The human race is the most versatile of all the species available toplayers: humans can be of any class. Humans advance quickly in levels andhave equal abilities in all skills.Elves:------There are a number of distinct races of elf in the world. Elves are allphysically slight but long-lived people, quicker-witted than humans butsometimes slower to learn new things. Elves are especially good at usingthose skills which require a degree of finesse, such as stealth, sword-fighting and archery, but tend to be poor at using brute force and inelegantforms of combat. They find heavy armour uncomfortable, and make the finest,lightest armours to be found anywhere. Elves are particularly good at usingelven weapons.Due to their fey natures, all elves are good at using enchantments and airelemental magic and most are poor at invoking the powers of earth and death(necromancy).(Common) Elves:---------------Those of the most common strain are referred to simply as elves or, whenthey're not listening, as 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 moreslowly.High Elves:-----------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.Grey Elves:-----------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.Deep Elves:-----------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.Sludge Elves:-------------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.Dwarves:--------Dwarves are short, hardy people. They love to fight, and often venture forthfrom their subterranean cities to seek fame and fortune through battle.Their armour and weapons are very well-crafted and much more durable thanthe products of lesser artisans. Dwarves are particularly dangerous whenusing dwarven weaponry.Hill Dwarves:-------------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 orat using polearms (which are usually too big for them to wield comfortably).The only forms of magic which they can use with even a minimal degree ofaptitude are earth, fire and conjurations. They advance in levels at asimilar rate to common elves.Mountain Dwarves:-----------------Mountain dwarves come from the larger, more civilised communities of themountains. They advance slightly more quickly than hill dwarves and arealmost as robust while having similar aptitudes, but are slightly worse atfighting while being slightly better at more civilised pursuits.Halflings:----------Halflings, who are named for being about half the size of a human, live insmall villages. They live simple lives, and have simple interests. Sometimes a particularly restless halfling will leave his or her village insearch of adventure.Halflings are very small and are among the least robust of any characterspecies. Although only average at most fighting skills, they can use shortblades well and are good at all forms of missile combat. They are also verystealthy and good at dodging and stabbing, but are poor at magic (exceptenchantments and, for some reason, translocations). They advance in levelsas rapidly as humans. Halflings cannot wield large weapons.Gnomes:-------Gnomes are an underground-dwelling race of creatures, related to thedwarves but even more closely in touch with the earth.They are quite small, and share many of their characteristics withhalflings (except for the great agility), although they advance slightlymore slowly in experience levels. They are okay at most skills, butexcellent at earth elemental magic and very poor at air magic.Occasionally they can use their empathy with the earth to sense theirsurroundings; this ability increases in power as they gain experiencelevels.Hill Orcs:----------Hill orcs are orcs from the upper world who, jealous of the riches whichtheir cousins the cave orcs possess below the ground, descend in search ofplunder and adventure.Hill orcs are as robust as the hill dwarves, but have very low reserves ofmagical energy. Their forte is brute-force fighting, and they are skilled atusing most hand weapons (with the exception of short blades, at which theyare only fair), although they are not particularly good at using missileweapons. They prefer to use their own weapons. Orcs are poor at using mosttypes of magic with the exception of conjurations, necromancy, and earth andfire elemental magic. They advance as quickly as humans.Kobolds:--------Kobolds are small, ugly creatures with few redeeming features. They are notthe sort of people you would want to spend much time with, unless you happento be a kobold yourself.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, but are carnivorous and canonly eat meat. They advance in levels as quickly as humans.The Undead:-----------As creatures brought back from beyond the grave they are naturally immune topoisons and negative energy, have little warmth left to be affected by cold,and are not susceptible to reductions in their physical or mental abilities.There are two type of undead available to players: Mummies and Ghouls.Mummies:--------Mummies are undead creatures who travel into the depths in search ofrevenge, redemption, or just because they want to.Mummies progress very slowly in level, half again as slow as humans, and 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.Ghouls:-------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.They aren't very good at doing most things, although they make decentfighters and, due to their contact with the grave, can use ice, earth anddeath magic without too many difficulties.Naga:-----The Naga are a race of hybrids: humanoid from the waist up, with a largesnake tail instead of legs.They are reasonably good at most things and advance in experience levels ata decent rate. They are naturally immune to poisons, can see invisiblecreatures, and have tough skin, but their tails are relatively slow andcannot move them around as quickly as can other creatures' legs (this onlyaffects their movement rate; all other actions are at normal speed). Theirbody shape also prevents them from gaining full protection from most armour.Their biggest forte is stealth: Nagas are very good at moving unnoticed.Every now and then, a naga can spit poison; the range, accuracy and damageof this poison increases with the naga's experience level.Ogres and Ogre Mages:---------------------Ogres are huge, chunky creatures related to orcs. They are terrible monsterswho usually live to do nothing more than smash, smash, smash, and destroy.They have great physical strength, but are bad at almost everything exceptfighting and learn quite slowly. Because of their large size they can onlywear loose robes, cloaks and animal skins. Although ogres can eat almostanything, their size means that they need to do so more frequently thansmaller folk.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 common Ogre cousins, Ogre Mageshave lost the abilities to digest corpses when not hungry.Trolls:-------Trolls are like ogres, but even nastier. They have thick, knobbly skins ofany colour from putrid green to mucky brown and their mouths are full ofichor-dripping fangs.They can rip creatures apart with their claws, and regenerate very quicklyfrom even the most terrible wounds. They learn very slowly indeed - evenmore slowly than high elves - and need a great amount of food to survive.Draconians:-----------Draconians are a race of human-dragon hybrids: humanoid in form andapproximately human-sized, with wings, tails and scaly skins. Draconiansstart out in an immature form with brown scales, but as they grow inpower they take on a variety of colours. This happens at an early stage intheir career, and the colour is determined by chrosomes, not by behaviour.Some types of draconians have breath weapons or special resistances.Draconians advance very slowly in level, but are reasonably good at allskills but armour (most types of which they cannot wear) and missile weapons.Still, each colour has its own strengths and some have complementaryweaknesses, which sometimes requires a bit of flexibility.Red Draconians feel at home in fiery surroundings. They're bad with ice magic.White Draconians stem from frost-bitten lands, and are bad at fire magic.Green Draconians are well-versed in the arts of poison.Golden Draconians have sulphuritic odem.Grey DraconiansBlack Draconians command lightning and feel cumbersome with earth magic.Mottled Draconians are somewhat in touch with fire, yet not weak at ice.Purple Draconians are highly adapted to magics in general, with no specialty.Pale Draconians are slightly biased towards fire magic and a religious life.Centaurs:---------The Centaurs are another race of hybrid creatures: horses with a humantorso. They usually live in forests, surviving by hunting.Centaurs can move very quickly on their four legs, and are excellentwith bows and other missile weapons; they are also reasonable at theFighting skill while being slow learners at specific weapon skills. Theyadvance quite slowly in experience level and are rather sub-average atusing magic. Due to their large bulk, they need a little extra food tosurvive.Demigods:---------Demigods are mortals (humans, orcs or elves, for example) with some divineor angelic ancestry, however distant; they can be created by a number ofprocesses including magical experiments and the time-honoured practice ofinterplanar miscegenation.Demigods look more or less like members of their mortal part's race, buthave excellent attributes (strength, int, dex) and are extremely robust; theycan also draw on great supplies of magical energy. On the downside theyadvance very slowly in experience, gain skills slightly less quickly thanhumans, and due to their status cannot worship the various Gods and Powersavailable to other classes of being.Spriggans:----------Spriggans are small magical creatures distantly related to elves. Theylove to frolic and cast mischevious spells.They are poor fighters, have little physical resilience, and are terrible atdestructive magic - conjurations, summonings, necromancy and elementalspells. On the other hand, they are excellent at other forms of magic andare very good at moving silently and quickly. So great is their speed that aspriggan can keep pace with a centaur.Minotaurs:----------The minotaur is yet another hybrid - a human body with a bovine head. Itdelves into the Dungeon because of its instinctive love of twistingpassageways.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:-----------Demonspawn are horrible half-mortal, half-infernal creatures - the flip sideof the Demigods. Demonspawn can be created in any number of ways: magicalexperiments, breeding, unholy pacts, etc. Although many demonspawn may beindistinguishable from those of pure mortal stock, they often grow horns,scales or other unusual features. Powerful members of this class of beingsalso develop a range of unholy abilities, which are listed as mutations (andcan sometimes be activated with the 'a' command).Demonspawn advance quite slowly in experience and learn most skills at aboutthe same rate as do Demigods. However, they are a little better at fightingand much better at conjurations, summonings, necromancy and invocations.Kenku:------The Kenku are an ancient and feared race of bird-people with a legendarypropensity for violence. Basically humanoid with bird-like heads and clawedfeet, the kenku can wear all types of armour except helmets and boots.Despite their lack of wings, powerful kenku can fly and very powerfulmembers of this race can stay in the air for as long as they wish to do so.They are experts at all forms of fighting, including the magical arts ofcombat (conjurations, summonings and, to a lesser extent, necromancy). Theyare good at air and fire elemental magic, but poor at ice and earth magic.Kenku do not appreciate any form of servitude, and so are poor at usinginvocations. Their light avian bodies cannot sustain a great deal of injury.Merfolk:--------The Merfolk are a hybrid race of half-human, half-fish that typicallylive in the oceans and rivers and seldom come onto the land. The merfolkaren't as limited on land as some myths suggest, their tails will quicklyreform into legs once they leave the water (and, likewise, their legswill quickly reform into a tail should they ever enter water). Theiragility is often misjudged, and they tend to be surprising nimble onland as well as in the water. Experts at swimming they need not feardrowning as they can quickly slip out of any encumbering armour duringthe 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 quite well.As spellcasters, they tend to be quite good in specific areas. Theirmystical relationship with water makes it easier for them to usedivination, 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 to them.Note:Some species have special abilities which can be accessed by the 'a'abilities menu. Some also have physical characteristics which allow themto make extra attacks using the Unarmed Combat skill.--------------------------------------------------------------------------------X.2 LIST OF CHARACTER CLASSES--------------------------------------------------------------------------------In your quest, you play as one of a number of different types of characters.Although each has its own strengths and weaknesses, some are definitely easierthan others, at least to begin with. The best classes for a beginner areprobably Gladiators, Fighters and Berserkers; if you really want to play amagician, try a Conjurer. Each class starts out with a different set of skillsand items, but from there you can shape them as you will.Fighters:---------Fighters start with a decent weapon, a suit of armour and a shield. Theyhave a good general grounding in the arts of fighting.Gladiators:-----------The Gladiator is trained to fight in the ring, and so is an expert in theart of fighting but is not so good at anything else. In fact, Gladiators arepretty terrible at anything except bashing monsters with heavy things. Theystart with a nasty weapon, a small shield, and armour.Berserkers:-----------Berserkers are hardy warriors who worship Trog the Wrathful, from whom theyget the power to go berserk (as well as a number of other powers should theyprove worthy) but who forbids the use of spell magic. They enter the dungeonwith an axe and a set of leather armour.Hunters:--------The Hunter is a type of fighter who specialises in missile weapons. A Hunterstarts with a bow and some arrows, as well as a hunting knife and a set ofleathers.Monks:------The Monk is a member of an ascetic order dedicated to the perfection ofone's body and soul through the discipline of the martial arts. Monks startwith very little equipment, but can survive without the weighty weapons andspellbooks needed by other classes.Thieves:--------The Thief is one of the trickiest classes to play. Thieves start out with alarge variety of useful skills, and need to use all of them to survive.Thieves start with a short sword, some throwing darts, and light armour.Assassin:---------An Assassin is a thief who is especially good at killing. Assassins are likethieves in most respects, but are more dangerous in combat.Stalkers:---------The stalker is an assassin who has trained in the use of poison magic.Crusaders:----------The Crusader is a decent fighter who can use the magical art of enchantmentto become more dangerous in battle. Crusaders start out lightly armed andarmoured, but equipped with a book of martial spells.Reavers:--------Reavers are warriors who learn the magics of destruction in order tocomplement their deadliness in hand combat.Death Knights:--------------The Death Knight is a fighter who aligns him or herself with the powers ofdeath. There are two types of Death Knights: those who worship and drawtheir abilities from the Demon-God Yredelemnul, and those who study thefearsome arts of necromancy.Chaos Knights:--------------The Chaos Knight is a fighter who chooses to serve one of the fearsome andunpredictable Gods of Chaos. He or she has two choices: Xom or Makhleb.Xom is a very unpredictable (and possibly psychotic) entity who rewardsor punishes according to whim. Makhleb the Destroyer is a more purposefulGod, who appreciates destruction and offers a variety of very violentpowers to the faithful.Paladins:---------The Paladin is a servant of the Shining One, and has many of the abilitiesof the Fighter and the Priest. He or she enters the dungeon with a sword,a shield, a robe, and a healing potion.Priests:--------Priests serve either Zin, the ancient and revered God of Law, or 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.Healers:--------The Healer is a priest of Elyvilon. Healers begin with minor healingpowers, but can gain far greater abilities in the long run.Magicians: These are not a class, but a type of class. A magician is the bestat using magic. Magicians start with a dagger, a robe, and a book of spellswhich should see them through the first several levels. There are various kindsof magicians.Wizard:-------A Wizard is a magician who does not specialise in any area of magic.Wizards start with a variety of magical skills and the magic dart spell inmemory.Conjurer:---------The Conjurer specialises in the violent and destructive magic ofconjuration spells. Like the Wizard, the Conjurer starts with the magicdart spell.Enchanter:----------The Enchanter specialises in the more subtle area of enchantment magic.Although not as directly powerful as conjurations, high-level enchantmentsoffer a wide range of very handy effects. The Enchanter begins withlightly enchanted weapons and armour, but no direct damage spell (sinceenchantments does not deal with direct attacks). Instead they beginwith the "confusing touch" spell and some enchanted darts, which shouldhelp them out until they can use the higher level enchantment spells.Summoner:---------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.Necromancer:------------The Necromancer is a magician who specialises in the less pleasant side ofmagic. Necromantic spells are a varied bunch, but many involve some degreeof risk or harm to the caster.Elementalists:--------------Elementalists are magicians who specialise in one of the four types ofelemental magic: air, fire, earth, or ice.Fire Magic tends towards destructive conjurations.Ice Magic offers a balance between destructive conjurations andprotective enchantments.Air Magic provides many useful enchantments in addition to someunique destructive capabilities.Earth Magic is a mixed bag, with destructive, defensive and utilityspells available.Venom Mages:------------Venom mages specialise in poison magic, which is extremely useful in theshallower levels of the dungeon where few creatures are immune to it. Poisonis especially effective when used against insects.Transmuters:------------Transmuters specialise in transmigrations, and can cause strange changesin themselves and others.Warpers:--------Warpers specialise in translocations, and are experts in travelling longdistances and positioning themselves precisely.Wanderers:----------Wanderers are people who have not learned a specific trade. Instead,they've travelled around becoming "Jacks-of-all-trades, master of none".They start the game with a large assortment of skills and maybe somesmall items they picked up along the way, but other than that they'repretty much on their own. Non-human wanderers might not even know whichskills they have (since they haven't quite learned enough for one fulllevel), and therefore make for an additional challenge. You shouldn'texpect human wanderers to be easy either, as this class is typicallyharder to play than the other classes.--------------------------------------------------------------------------------X.3 LIST OF SKILLS--------------------------------------------------------------------------------Here is a description of the skills you may have:Fighting skills:----------------Fighting is the basic skill used in hand-to-hand combat, and applies nomatter which weapon your character is wielding (if any). It is also theskill which determines the number of hit points your character gets asthey increase in level (note that this is calculated so that you don't geta long run advantage by starting out with a high fighting skill).Weapon skills affect your ability to fight with specific melee weapons.Weapon skills include:o Short Bladeso Long Bladeso Maces & Flailso Axeso Staveso PolearmsIf 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 practise willbe speeded up (and will require less experience) until both skills areequal. Similar types of weapons include:o Short Blades and Long Bladeso Maces & Flails and Axeso Polearms and Axeso Staves and PolearmsBeing good at a specific weapon improves the speed with which you can useit 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 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 combination withheavy armour, and characters wearing a shield or wielding a two-handedweapon other than a staff lose the powerful punch attack.Ranged combat skills:---------------------Ranged Combat is the basic skill used when throwing things, and there are anumber of individual weapon skills for missile weapons as well:o Dartso Bowso Crossbowso SlingsMagic skills:-------------Spellcasting is the basic skill for magic use, and affects your reserves ofmagical energy in the same way that Fighting affects your hit points. Everytime you increase your spellcasting skill you gain some magic points andspell levels. Spellcasting is a very difficult skill to learn, and requiresa large amount of practice and experience.Only those characters with at least one magic skill at level one or abovecan learn magical spells. If your character has no magic skills, he or shecan learn the basic principles of the hermetic arts by reading and recitingthe spells inscribed on magical scrolls (this stops being useful once youreach level one in Spellcasting).There are also individual skills for each different type of magic; thehigher the skill, the more powerful the spell. Multidisciplinary spells usean average of the two or three skills.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 skills higherthan the one you are practising. This is especially true if those skills are'opposed' to the one you're practising: fire and ice are mutually opposed,as are earth and air.Say you have level 2 fire magic, level 4 ice magic, and level 1 air magic.Practising ice magic won't be a problem. Practising air magic will be a bitslow, as you have other elemental skills at higher levels. Practising firemagic will be very slow, as you have a higher level in ice magic. Right?Miscellaneous skills:Armour:-------Having a high Armour skill means that you are used to wearing heavy armour,allowing you to move more freely and gain more protection.Dodging:--------When you are wearing light armour, a high dodging skill helps you evadeattacks.Stealth:--------Helps you avoid being noticed. Try not to wear heavy armour or be encumberedif you want to be stealthy. Big creatures (like trolls and ogres) are bad atstealth.Stabbing:---------Lets you make a very powerful first strike against a sleeping/restingmonster who hasn't noticed you yet. This is most effective with a dagger,slightly less effective with a short sword, and less useful (although byno means of negligible effect) with any other weapon.Shields:--------Affects the amount of protection you gain by using a shield, and the degreeto which it hinders you.Traps & Doors:--------------Affects your ability to notice hidden traps and doors and to disarm trapswhen you find them. With this skill at a high level you will often findhidden things without actively looking for them.Invocations:------------An easy-to-learn skill which affects your ability to call on your God foraid. Those skilled at invoking have reduced fail rates and produce morepowerful effects. The Invocations skill affects your supply of magic in asimilar way to the Spellcasting skill and to a greater extent, but the twoare not cumulative - whichever gives the greater increase is used. SomeGods (such as Trog) do not require followers to learn this skill.If your character does not have a particular skill, s/he can gain it bypractising as above.--------------------------------------------------------------------------------X.4 LIST OF KEYS AND COMMANDS--------------------------------------------------------------------------------Main screen-----------Crawl has many commands to be issued by single key strokes. This can becomeconfusing, since there are also several modes; here is the full list. Somecommands are particularly useful in combination with certain interface options;such options are mentioned in the list. For a description of them, please lookinto crawl_options.txt.Saving games:S Save game with query and exit.Ctrl-X Save game without query and exit.Q Quit without saving.Movement:direction Moves one square, direction is either one of 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.Ctrl-W Det waypoint (check the option show_waypoints).Resting and Searching:s, Del Rests and searches (these are the same) for one turn,this is also done with '.' or Numpad-5.5 or Long resting/searching (until both health and magicShift-Numpad 5 points are full or something is found or 100 turns areover).Dungeon interaction:o Open door.c Close door.Ctrl-direction Tries untrapping a known trap on the specified square,or * direction else opens door if there is one,else attacks without move (even if no monster is seen).< Use staircase to go higher.> Use staircase to go deeper, or enters shop/branch.; Examine occupied tile, also causes auto-pickup.x Examine surroundings mode (see below for its commands).X Examine level map (see below for level map commands).O Show dungeon overview (branches, shops, and labyrinths).Character information:'display' below means usage of the message area,'show' means usage of the whole screen.@ Display character status.[ Display worn armour." Display worn jewellery.C Display experience info.^ Show religion screen.A Show abilities/mutations.\ Show item knowledge.m Show skill screen.i Show inventory list.% Show resistances.Item interaction (inventory):v View item description.{ Inscribe item (check the autoinscribe option).t Throw/shoot an item.f Fire first available missile.q Quaff a potion.e Eat food (tries floor first, invorenty next).z Zap a wand.r Read a scroll or book.M Memorise a spell from a book.w Wield an item ( - for none).' Wield item a, or switch to b.E E voke power of wielded item.W Wear armour.T Take off armour.P Put on jewellery.R Remove jewellery.Item interaction (floor):d Drop an item.d# Drop exact number of items.g or , Pick up items; press twice for pick up menu.You can use a prefix to pick up smaller quantities.D Dissect a corpse.Other game-playing commands:a Use special ability.p Pray.Z Cast a spell.! Shout or command allies.Non-game playing commands:V Display version information.Ctrl-P Show previous messages.Ctrl-R Redraw screen.Ctrl-C Clear main and level maps.# Dump character to file (name.txt).: Add note to dump file (see option take_notes).` Add macro.~ Save macros.= Reassign inventory/spell letters.In-game toggles:Ctrl-A Toggle autopickup.Ctrl-V Toggle auto-prayer.Ctrl-T Toggle spell fizzle check.Stashes:Ctrl-S Mark stash (only sensible with stash_tracking=explicit,else this is automatically tracked).Ctrl-E Erase stash (ignores the square from stash tracking).Ctrl-F Find (this searches in stashes and shops, you can useregular expressions and also terms like 'long blades'or 'artifacts').Level map ('X')---------------The level map (brought up by 'X' in the main screen) uses the whole screen toshow the dungeon.Esc, Space Leave level map.- Scroll level map up+ Scroll level map downDirection Moves cursor.Shift-Direction Moves cursor in bigger steps (check the optionlevel_map_cursor_step).. Travels to cursor (also Enter and , and ;)(if the cursor is on the character, moves cursor to lasttravel destination instead).< Cycle through up stairs.> Cycle through down stairs.^ Cycle through traps.Tab Cycle through shops and portals.I Cycle through stashes (if the option stash_tracking isset to all, this cycles through all items and piles).Ctrl-C Clear level and main maps (from temporarily seenmonsters, clouds etc.).Waypoints can be set on the level map. You can travel to waypoints usingCtrl-G. Check the option show_waypoints. The commands areCtrl-W Set waypoint.W Cycle through waypoints.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).Ctrl-X Set travel exclusion.Cltr-E Erase all travel exclusions at once.X Cycle through travel exclusions.Examining surroundings ('x')----------------------------When roaming the dungeon, the surroundings mode is activated by 'x'. It lets youhave a look at items or monsters in line of sight. You may also examine stasheditems outside current view using the options target_oos=true (if using this,check target_los_first).x, Esc, Space Return to playing mode.' or * Cycle objects forward.; or / Cycle objects backward.+ Cycle monsters forward.- Cycle monsters backward.direction Move cursor.. or Enter Travel to cursor.? Describe monster under cursor (also shows weapons,wounding and enchantments).> Cycle downstairs.< Cycle upstairs.Tab Cycle shops and portals.Targeting---------Targeting mode is similar to examining surroundings. It is activated wheneveryou fire projectiles, zap a wand or cast spells which uses targets.x, Esc, Space Stop targeting.direction Fire straight in this direction.+ or = Cycle monsters forward (see option target_wrap).- Cycle monsters backward.. or Enter Fire in cursor direction.p or t Fire at previous target (if still in sight).> Fire in cursor direction, but stop at cursor. This canbe useful to avoid damaging pets, or to attacksubmerged water creatures.Ctrl-F Toggle target modes (between enemies, all, friends; seealso option target_zero_exp).* Manually targeting: the direction keys will now movethe cursor, the keys '+' and '-' work as above, and '.'and Enter fire.Shortcuts in lists (like multidrop):------------------------------------When dropping (with the drop_mode=multi option), the drop menu accepts severalshortcuts.( Selects all missiles.) Selects all hand weapons.[ Selects all armour.? Selects all scrolls.% Selects all food.& Selects all carrion.+ Selects all books./ Selects all wands.\ Selects all staves.! Selects all potions." Selects all jewellery.} Selects all miscellaneous items., Global select (subject to the drop_filter option).- Global deselect (subject to the drop_filter option).* Invert selection.--------------------------------------------------------------------------------X.5 LIST OF ENCHANTMENTS--------------------------------------------------------------------------------Below the amount of carried gold, the stats area has room for showing theenchantments which you currently enjoy or have to suffer. Quite generally, theseare only shown for temporary effects. So that Kenku can fly is not noted,neither is the wearing of a ring of regeneration. Here is a list of these, assome are abbrevations or may be not obvious:General enchantments: satiation, velocity, encumbrance, poison---------------------Hungry Most races can eat chunks of corpses only if hungry.Starving You should really eat something: death is not far away.Full You have eaten a lot.Engorged You couldn't eat anymore.Sick You are sick (usually from bad food). Hit points don'tregenerate until cured (wait it out or potion of 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 You load it 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!Conf You are confused. Actions may not properly work.Fast All actions have greatly increased speed (this can causemagic contamination).Swift You move at a somewhat higher speed.Slow All actions are slowed. Note that ending berserking will slow.Paralyze You are unable to move. Beware of the wasps!Special enchantments:---------------------BWpn Some characters have a breath weapon (like Nagas or experiencedDraconians), which will show "BWpn". Further breathings have towait until this disappears.Invis You are invisible (this can cause glowing, if used too much).Holy You repel undead.Lev You levitate, i.e. hover a few inches above the ground. Whileenough to cross water and lava, movement is not completelycontrolled. It will time out. Levitation provides a speed bonusto 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 levitating with anamulet of controlled flight.Fire You are plagued with sticky fire. It will time out.Regen You regenerate: health points will increase at an unnaturallyfast rate. This is only shown for temporaryGlow You glow from mutagenic radiations: you'll mutate anytime soon.RMsl You repel missiles, i.e. there's a good chance to evade them.DMsl You deflect missiles, i.e. there's a great chance to evade them.Rot This is a very harmful, necromantic ailment. You will losemaximal 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.Ins You are insulated, i.e. immune to electric shocks.There are several more enchantment messages for various spells. The descriptionof the spell will explain these.
This document aims at easier Crawling (in Stone Soup) by explaining:- macros and keybindings- lua snippets in init.txt-----------------------------------------------------------------------Macros and Keymaps.===================Following Brent Ross's phrasing, the simple explanation is:Command macros make keys into commands.Keymaps make keys into other keys.And him a bit more verbose:For the most part, people will probably want command macros. They allowfor things like making a key run a sequence of commands (e.g. associatinga key stroke to the casting of a certain spell) without having to worryabout messing up what that key does at prompts (e.g. you can macro anumber or letter without worrying about it making the substitution whenyou're trying to drop an item).Keymaps are for when you want to fix layout and behavioural problems onyour keyboard (i.e. unrecognised numpad sequences can by mapped intotheir numbers, foreign keyboard layouts can be modified to be morecomfortable). There are also special sets of keymaps for the level-mapand targeting modes, which allow for keymaps that are restricted to justthose situations.[The keymap system is currently being overhauled. I hope that theexamples below will also work in the new version.From what I gather, the keybindings will be moved to a file (which isgood). I hope that it will still be possible to define macros in-game:this makes testing so convenient. And it should be possible to havemacros at all three levels (main, level map, targeting).]How to create macros?---------------------The simplest way is in-game: press the '`' key (this may be a bit awkwardon certain keyboard layouts). Then choose a key to assign for your macro,and enter the command sequence. Observe how Crawl spits out a funny numberin some cases. These are the key codes for certain (non-alpanumeric) keys,and these can vary between different systems.The following keys and combinations are sensible to use:- The function keys are good choices, possibly modified by Shift, Ctrl,or Shift-Ctrl.- On some systems, it is possible to also incorporate the Alt (meta) key.- All alphanumerical keys, these also in combination with Shift or Ctrlkeys (note that usually Ctrl-Shift-A is the same thing as Ctrl-A).Be careful that you do not redefine important game keys.- All special keys: digits, punctation, etc. These also in combinationwith Ctrl. Try if Alt works. Again check for vital game commands.For example, on my home system (Windows), I get key codesF1 \{368} A AShift-F1 \{1392} Ctrl-A \{1}Ctrl-F1 \{880} Alt-A aAlt-F1 \{2416} Ctrl-Shift-A \{1}Ctrl-Shift-F1 \{1904} Ctrl-Shift-Alt-A \{3905}Ctrl-Alt-F1 \{2928}Shift-Alt-F1 \{3440}Ctrl-Shift-Alt-F1 \{3952}After defining such a macro, you should test it. Saving of all macros isdone with the '~' command.The macros are stored in the file macro.txt in your main Crawl directory.This file is human readable and editable, you just have to figure out themagic numbers, as shown above for F1 and Ctrl-A etc. When using strangekeys as triggers for a macro, it might actually be necessary to edit thismanually in macro.txt.Note that you can make comments in macro.txt using lines with a leading'#'. In this manner, you can recall which keys the numbers belong to (onyour system).See below for examples for macro definitions.Keymaps work in exactly the same way. There are three different keymapsactually, one for the main view, one for the level map, and another onefor the targeting map. In macro.txt, these are differentiated byK - main screenK1 - level mapK2 - targetingHowever, you should not map alphabet letters to something; otherwise youwill meet difficulties accessing your inventory!Next follow some macros and keymaps that have been considered useful byat least a few players. For the sake of completeness, both key line andcommand line are given, but you should really substitute your own keyshere :)Spellcasting.-------------# F1: cast spell a at previous targetM:\{368}A:Zap#: Shift-F1: cast spell a at nearest targetM:\{1392}A:Za+.Note that you can assign new letters to your spells with '='. So you canalways have you primary attack spell on a. You may want to set the optiontarget_zero_exp = falsewhen using macros like this.Easier Nemelex hoovering.-------------------------# F12: Nemelex hooverK:\{379}A:w0Iyp,yThis sets up your portable altar, prays there, confirms, and picks it upagain. The sequence assumes that the altar carries the inscription {w0}.Actually, this can be achieved automatically with the init.txt lineautoinscribe = portable altar:w0If you have your weapon on slot a, feel free to add 'wa' to the sequence.Easy surroundings mode.-----------------------K:0A:x*K2:0A:*Here I use '0' for the numpad, but 'x' would also be a good choice (thenyou should set K2:x A:* only).This makes going through items in the surroundings very easy. You can useEnter to go directly to item under the cursor.Options you may want to check here aretarget_wrap, target_oos, target_los_first.If you want to cycle through items out of sight, setstash_tracking = alltarget_oos = true(as only out-of-sight _stashes_ will be checked).# F5: explore (both in main and target screens)K:\{372}A:\{15}K2:\{372}A:\{32}\{15}I find the Ctrl-O key awkward to type, so I have mapped it to F5. Thesecond keymap makes F5 in target mode do two things: leave target mode(\{32} is the Escape key) and then starts exploring.General Keybindings.--------------------With my German keyboard layout, the keys '^' and '@' do not workproperly. The first problem is dealt with the mapK:\{17}A:@which maps @ to @ in the main mode :)Other keymaps I found useful:- Tab for ' (switching weapons in slots a and b)- Backspace for p (both Praying in main and Previous in target mode)(Unfortunately, Backspace is the same thing as Ctrl-Left. Perhapssomething can be done about this.)Lua snippets.=============You can copy the following lua code verbatim in your init.txt; it is upto you to apply appropriate modifications. It would be nice of course,if someday these snippets turn into full-grown lua files with their ownoptions.For a tutorial of the language Lua, refer to the following link:http://lua-users.org/wiki/TutorialDirectoryAdvanced autopick: ch_autopickup.---------------------------------Using a Lua script, you can define a function "ch_autopickup" to selectadditional items for autopickup. Let's say you want autopickup to onlygrab food if your character can eat it. You could use the following(if '%' is not in the autopickup option):{function ch_autopickup(it)-- The "false" suppresses hunger checks to see if your character is-- hungry enough to eat food/chunks.return food.can_eat(it, false)end}Here's a ch_autopickup that a mummy might find useful:{-- The mummy special. Remove % and ! from your autopickup option if you-- use this.function ch_autopickup(it)return food.can_eat(it, false)or ( item.class(it) == "Potions" and you.race() ~= "Mummy" )end}Advanced autopick: conditional ban_pickup.------------------------------------------There is an overlap in functionality with the above mummy function.# mummies can't quaff or hunger<if you.race() == "Mummy" then>ban_pickup = potionban_pickup = sustenance<end># ban harmful potions for non-Transmuters<if you.class() ~= "Transmuter" then>ban_pickup = degeneration, decay, potions? of poisonban_pickup = potions? of confusion, potions? of slowing,ban_pickup = potions? of paralysis, strong poison<end># Trog doesn't like Spellcasting#<if you.religion() == "Trog" then> # (doesn't work), so<if you.class() == "Berserker" then>ban_pickup = book<end>Ignoring certain monsters when running.---------------------------------------Defining a "ch_stop_run" function affects the monster stop condition for *all*run modes: shift-running, travel, explore and interlevel travel.{function ch_stop_run(mons)local name = mons.name-- Stop running only if these monsters get closer than 3 squaresif name == "swamp worm" or name == "big fish"or name == "giant goldfish" or name == "lava worm"or name == "butterfly" then-- mons.x and y coords are relative to the player.local dist = mons.x * mons.x + mons.y * mons.yif dist >= 9 then return false endendreturn trueend}
Stone Soup 0.1.3 (20061116)---------------------------* Updated documentation and reorganised the manual.* Jewellery puton/remove interface can now automatically remove amulets andrings before wearing new jewellery.* Rings/staves of wizardry give a bigger boost to spell success rates.* [1594109] Fixed bad messages when trying to animate a weapon if no weapon iswielded.* [1589854] Orange and silver statues are now monsters.* [1593356] Fixed ghouls being able to mutate.* Fixed undead decomposing from mutation only if wearing an amulet of resistmutation.* [1593318] Rearranged skills display for ranged combat and unarmed combat.* [1593089] Escape can be used to break out of sequential pickup prompt inaddition to 'q'.* Curare-tipped needles are more fragile than ordinary needles.* [1592629] \ now shows item identification knowledge in shops.* [1592521] Fixed the invisibility check for tracer beams to produce nicerresults.* Fixed beta 26 bug: Glow contamination has an extremely severe mutation rate.* [1591152] Fixed macros being able to infinite loop.* makefile.lnx renamed to makefile.unix.* [1578169] More intelligent messages when monsters hit themselves.* [1591105] Invisible monsters can no longer 'gesture wildly.'* Added an option, increasing_skill_progress (default false), which if truemakes skills display in increasing percentiles.* [1591103] Fixed incorrect no-damage messages with vorpal brands.* [1590656] Fixed bad claw message.* [1591269] Dissection failure hints why without easy_butcher.* [1585863] Added a level compiler.* [1589868] Lightning grounds on metal walls; fire/cold reflect off greencrystal.* [1588662] Let the player know why they didn't pass out after berserking.* [1589824] Long messages were being truncated.* [1587182] Eliminated possibility of murky clear potions.* [1588587] Amulets of resist corrosion also reduce acid damage.* [1585820] Lowered skill penalties for player draconian colours.* [1589141] Mimics can no longer push player off stairs.* [1588831] Fixed poison frost/flame beams from blowguns being useless.* [1581270] Amulet of the gourmand refactoring:- When hungry, only converts contaminated chunks to clean.- When not hungry, converts contaminated to clean, and provides nutritionbased on how long it's been worn, the effects maxing at 200 turns withAotG. Maybe we should increase this further.- Rotten chunks will sicken susceptible races even with AotG.- Appropriate flavour messages for chunk taste.- Changed description of AotG.* Beam code rewritten.* Line-of-sight code rewritten.* [1584969] Allow the user to cancel out of a spell at targeting prompt withoutlosing the turn.* [1581221] When taking a low-hp note, also mention what caused the hp loss.* Chain lightning is a little more powerful.* Shields can be worn/taken-off faster.* Nemelex has a small chance of giving piety even for junk.* [1586069] Fixed player yellow draconians not having a BWpn delay.* [1585811] Fixed inability to generate fixedarts.* [1585793] Increased frequency of altars and mini-temples.* Fixed multidrop not remembering previously selected items that werenot dropped.* Okawaru is less eager to shower missiles on the player.* Slightly upped MR for draconians and death drakes.* [1571251] Added a character picker to select existing savefiles.* [1580955] Fixed mesclr() not happening for keypad action in DOS.* [1581536] Monsters won't break fleeing if hit by missiles.* [1578124] Additional help for level-map.* [1581418] Curse toes are now visibly different from curse skulls.* [1581730] Monster draconians can now have a base colour + skill title.* [1578847] Summoned unholies are hostile to worshippers of good.* [1567659] Ammo can ID through use.* [1574591] Wait for one second after hinting "a fine choice".* [1576514] Bees could cause bad fight messages.* [1578752] Better handling of init.txt locations.* [1581210] Draconians go to Zot, deep elves leave.* [1571320] Ghost names were being truncated badly.* [1571272] Ignore rod-recharge MP fluctuation while resting.* [1578875] Added JPEG's trapwalk.lua to the list of official Lua scripts.* Changed autopickup default to be the same as in the standard init.txt.* [1579636] Fixed notes being generated after death.* [1565579] [1565575] Rods and missile launchers work with shields.* [1574462] Fixed labyrinth files not being deleted correctly.* [1577066] If all items on a square are squelched, the squelch is ignored.* [1563661] Character dump section order is now configurable with dump_order.* Updated keyboard help screen.* [1575175] Fixed orcs getting elven and dwarvish equipment.* [1575517] Fixed broken colouring on rod spell screen.* Piety gain works normally in the temple again.* [1571342] Fixed bad grammar for rotting meat.* Stash-tracking defaults to "explicit", rather than "none".* Accept g as an alternative key to go into the pickup menu.* Superior submerge behaviour for monsters in fountains.* Fixed acquirement giving bad items (specifically with barding.)* [1571334] Fixed clumsy titles: "Master of Thousand Battles","Master of Arcane".* Lochaber axes now get correct combat messages.* [1563548] Escape dumps you out of both menu and prompt.* [1571278] Horn of Geryon monsters are defined as MF_CREATED_FRIENDLY and thusgive no benefits when dying.* [1571276] Altar cards don't look for a better spot.* Import of (most of) 4.1's view code.* Spriggans are told that they are fast.* [1567636] Made the Orcish Mines entrance message more informative.* [1568413] Conjurers and wizards get to choose their starting spellbook.* [1567640] Uniques with less than 5 hit dice can't get top-tier wands in theirstarting inventory.* [1563668] Travel respects easy_open.* Added a better go-to-hell message when attempting to cast Swiftness in water.* Berserkers now have stealth 0.* 4.1 import: better messages when gaining skills, better '@' report.* [1567625] Moths++.* Ctrl-C is handled better on DOS and Windows.* [1567688] Change Ogre starting weapon from club to ancus.* [1567482] Capped wands of hasting at 9 charges.* [1567674] Description change for wands of disintegration.* [1567652] Empty wands are marked [empty].* [1567641] Butchery asks you to pick a corpse before switching weapons.* [1567621] Warning if corpse rots during dissection.* [1567613] Removed CMD_OBSOLETE_INVOKE.* [1564899] Added "Power" column for spells screen.* [1566657] Rings of teleportation are now pricier.* [1566759] Fixed merfolk getting duplicate messages when entering water.* [1566652] Fixed control teleport being noted in the dump even if unIDed.Stone Soup 0.1.2 (20060927)---------------------------* Fixed shift-running and /-running on Windows and Unix.* Giant (spiked) clubs were wieldable by almost everybody, fixed.* Fixed giant clubs not producing brown snakes with sticks-to-snakes.* Refixed Sif Muna piety gain - was much too fast.* Weapon properties are closer to 4.0.* Included Elethiomel's key help page on ?Stone Soup 0.1.1 (20060926)---------------------------* The Inscriptions patch joins the party (minus keybindings changes).* Applied Matthew Cline's additions to the Inscriptions patch: more notes onmonsters, auto-notes based on messages, etc.* Jewellery names now note uncursed status correctly (if rather verbosely)* Curare-tipped needles are rarer.* The appropriate monsters resist curare effects.* Okawaru no longer protects you from harm.* Rods are generated with smaller mana reservoirs (max 14MP).* Draconians are slightly weaker. Groups of draconians are smaller and morehomogeneous.* Sif Muna piety training is easier.* Sif Muna now has Channel Energy; Vehumet does not.* Okawaru is less aggressive about spamming missile gifts.* Fixed Ctrl+move ignoring confusion.* Fixed broken keypad handling in level-map on DOS.* Fixed jelly pits appearing at low levels.* Added % command to show resists and other useful statistics.* Fixed bad flaming/freezing brands on missile launchers (reported byRubinstein).* Miscast effect explosions now always hit* Fixed fireballs (and other explosions) being blocked by shields.* Thrown needles are very inaccurate.* Plain old elves are now of the correct intelligence.* Scrolls of immolation can't burn themselves up.* Player ghosts get MS_LEVEL_SUMMON if the player had Shadow Creatures.* Fixed jelly-splitting bugs.* Fixed splashed acid corroding items that shouldn't corrode.* Revised wand pricing in shops.* Fixed Book of Earth containing spells it shouldn't.* Stuff dropped in lava/deep water will now sleep with the fishes. Er, bedestroyed.* Autoprayer will not pray at altars.* Water elementals can now move around as intended and can be summoned on bluefountains.* Vorpal launchers do a little more damage.* Fixed monsters not benefiting from vorpal launchers.* Fixed kill listing bugs on DOS.* Quasits can now be generated.* "Glow" status is now shown correctly.* Demonspawn can get mutations while transformed.* Monsters polymorphing into invisible monsters will be seen correctly byplayers with see invisible.* You now cannot read-identify scrolls of paper if you have three levels ofblurry vision.* Acquirement grants more gold.* Airstrike does more damage to flying monsters* Shop items are coloured to indicate affordability.* You can now cast spells in capital-lettered slots.* Flying/levitating characters take half-damage from static discharge.* Yellow wasps are less lethal.* Items can be inscribed with =k to ignore them. Ignorance is rather powerful.* Trolls cannot use claws for butchery when transformed.* Putting on rings no longer prompts for left/right finger, rings always goonto left finger first if both fingers are available.* 'v' now also displays launcher stats.* Fixed bug with monsters trying to use blink as a beam spell when out of playerLOS.* 'A' screen now notes speed of centaurs and nagas.* \ command display is now much tidier.* Fixed horns mutation interaction with headgear.* Summoner ghosts get regular summon small mammals, not vampire small mammalsummon.* Added death drake description.Stone Soup 0.1 (20060918)-------------------------* Enhancer staves boost spell power only, not success rates* Chain lightning (level 8) replaces Orb of electrocution.* Miscellaneous spell level changes (Borgnor's, Silence, Simulacrum, ControlledBlink).* Sif Muna piety increases only when training spell skills* Okawaru gives gifts of ammunition.* Detect creatures is somewhat inaccurate; level-map is cleared before DC.* The Shining One doesn't protest his Daevas dying.* The Shining One gives Cleansing Flame instead of Thunderbolt.* Rods (apart from striking) have mana reservoirs and gradually recharge manawhen wielded/carried.* Shields are better.* Warp brand is available once more.* Curare-tipped needles are available in addition to generic poisoned needles.* Monsters are never generated in LOS when a new game begins.* Monsters can swap positions with other monsters of the same class.* Missile launchers can be acquired/gifted by Okawaru.* Fire/frost missiles are more powerful.* Launchers support the vorpal brand.* Throwing skill renamed to Ranged Combat.* Ranged Combat now has no impact on ammo preservation.* Added monster draconians and death drakes. Drakes are now all on 'l' insteadof 'd'.* Added lajatang, lochaber axe and longbow.* Save/bones version number is now 0.x so stone_soup cannot load 4.0 saves.* Monsters can cast poison arrow* Naga melee damage upped slightly.* Jelly pits* Missile weapons are stronger.* Evocations no longer increases max MP.
Dungeon Crawl (Stone Soup)------- ----- ------ -----(If you'd like to dive in and start playing Crawl right away, see readme.txt.)What you have downloaded is *not* Linley's Dungeon Crawl. This is a somewhatexperimental branch of the Dungeon Crawl Reference project (codenamed StoneSoup). Note that this is a branch, and is NOT the official Dungeon CrawlReference.The goal of this version is to build on Dungeon Crawl Reference (which aims tobe the stable base platform for experimentation and patches, and to fill in thegaps during times when Dungeon Crawl's main maintainer is not available) withgood features drawn from sources such as Brent Ross' 4.1.2 alpha, and ideasfrom the community of Dungeon Crawl players and to keep development on DungeonCrawl moving without destablizing game balance.Please do not send bug reports for this code to the main Dungeon Crawlmaintainers -- the odds are good that the code that's causing you problemsisn't code they wrote, and they won't be able to help you.-----------------------------------------------------------------------------Dungeon Crawl Stone Soup is a game of dungeon exploration, combat and magic,involving characters of diverse skills, worshipping deities of great power andcaprice. To win, you'll need to be a master of tactics and strategy, and prevailagainst overwhelming odds.The following files in your main Crawl directory are crucial:crawl - Starts the game.crawl.exeinit.txt - These files (which one depends on your OS) contains the options of.crawlrc Crawl. Since the defaults are well suited for playing, don't botherwith this in the beginning.Note that permanent death is not an option, but a feature!macro.txt - Playing Crawl can be made even more convenient by redefining keysand assigning macros. It is recommended that you fiddle with theseonly after a couple of games.The docs directory contains the following helpful files:crawl_manual.txt - This is the complete manual; describing all species, classes,types of items, etc.crawl_options.txt - Here all the options you can give Crawl are described indetail; feel free to skip this until you feel comfortable with thegame.crawl_macros.txt - It is wise to ignore this at first, too. (Unless youexperience serious problems with some keys, in which case you maywant to have a look at the keymaps section.)Just remember for later that you can improve your Crawl experienceby adjusting interface options and defining your own macros.tables.txt - Unlike some other roguelike games, winning in Crawl does notrequire an exhaustive knowledge of the game's internals. However,here are tables which may be interesting to players. The centralinformation therein can be deduced from other sources (like themanual), and it is perfectly possible to win without knowingthese numbers.If you have questions concerning the game, or have found a bug, do not hesitateto inquire at the newsgrouprec.games.roguelike.miscwith your problem. Since other games are discussed over there as well, it ispolite to flag your post with -crawl-. Please read the group for a while beforeposting to get a feel for the right way to post articles about Crawl.Stone Soup's homepage ishttp://crawl-ref.sourceforge.netLook here for downloads of the most recent version (source and binaries).Stone Soup is supported on Linux, Windows, OS/X, and DOS, and will probablycompile and run on any reasonably modern Unix.
Install instructions for Dungeon Crawl Stone Soup (DCSS)--------------------------------------------------------(Last updated on 20061107 for Dungeon Crawl Stone Soup 0.1.3.)Building Dungeon Crawl Stone Soup---------------------------------Crawl Stone Soup is known to compile successfully on the following platforms asof version 0.1:- Any Unix with a recent gcc (and g++), GNU make and libncurses, includingLinux and Mac OS X.- Microsoft Windows NT/2000/XP. The game will also run on Windows 9X and ME.DOS binaries can also be compiled on Windows NT+.The only supported compiler is gcc (available on almost all Unixes, and as djgppfor DOS, and MinGW for Windows).Other platforms are unsupported, but you should be able to build Crawl onpretty much any operating system with a modern C++ compiler (full support forthe standard C++ library, in particular <string>, the collection classes and<algorithm> is necessary) and the curses library.Optional libraries------------------Crawl can be built with some optional features:* Sounds* Regular expressions* Lua supportCrawl Stone Soup also uses a level compiler to compile special leveldefinitions; to make changes to the level compiler, you'll need the flex andbison/byacc tools (Other lex/yaccs may also work). More details are availablebelow.Sounds must be enabled by editing AppHdr.h (uncomment SOUND_PLAY_COMMAND onUnixes or WINMM_PLAY_SOUNDS on Windows).Regular expressions require libpcre on non-Unix operating systems. On Unixes,the standard POSIX regular expression support is adequate for Crawl's needs.Lua support requires liblua, which you can build by downloading the sources fromwww.lua.org. On most Unixes, you can also use the native package managementsystem to easily install lua.Makefile system---------------Crawl uses a selector makefile (under source/makefile) to control what platformit's building for. Your first step in building Crawl should be to editsource/makefile and point it at the correct platform makefile. For instance, ifyou're building for Windows, you'd use MAKEFILE=makefile.mgw to build with MinGWfor Windows (# is used for comments in makefiles).Consult the operating-system specific sections for detailed information onbuilding Crawl.Building on Unix (Linux, *BSD, Solaris, etc.)---------------------------------------------* Prerequisites:GNU gcc and g++, GNU make, libncurses or libcurses.flex and bison are optional but highly recommended. Recent versions of byacc arealso fine.* Building:* cd to the source directory (you can safely ignore the dolinks.sh anddomake.sh scripts).* Edit makefile and make sure that MAKEFILE=makefile.unix is uncommented andall other MAKEFILE= lines are commented out.* Edit AppHdr.h and check that SAVE_DIR_PATH, SAVE_PACKAGE_CMD andLOAD_UNPACKAGE_CMD are set correctly for your system. If you do not want yoursaves packaged in a zip archive, it's safe to comment out SAVE_PACKAGE_CMD andLOAD_UNPACKAGE_CMD.* If you don't have flex or bison, edit makefile.unix and set DOYACC := n. Ifyou want to use byacc instead of bison, edit makefile.unix and set YACC :=byacc. On some Linuxes you may not have lex symlinked to flex, in which caseyou'll have to set LEX := flex in makefile.unix.* Run make to build the normal (non-wizard) Crawl. On systems such as Solaris,you may have to use gmake for GNU make. Make sure your make identifies itselfas GNU make when you do make --version.* If you have Lua, you can edit AppHdr.h and uncomment// #define CLUA_BINDINGSthen add -llua to your LIB = line in makefile.unix, and rebuild to compile withLua support.Building on Mac OS X--------------------You can follow the Linux instructions to build Crawl (but note you still need toinstall Xcode to get gcc and make), or alternatively you can use Xcode.* Crawl has been tested with Xcode 2.4 under OS X 10.4.7 on both PPC and Intelmachines, but is likely to be buildable with earlier versions.* Make sure Xcode is installed. Xcode should be available on the OS X installDVD if you haven't already installed it.* Open the Xcode project (Crawl.xcodeproj) under the "source" directory.* Hit Build in Xcode.* The default build configuration, Release, will build a ppc/i386 Universalbinary suitable for play on all OS X 10.3.9 or newer systems. The other buildconfigurations are intended for development and may not result in a binarythat can be distributed to others.* You can also use makefile.osx, which will run xcodebuild from the command line.* If you have Lua installed, you can add your lua headers and liblua library tothe 'Crawl' target in the Xcode project, uncomment the '#define CLUA_BINDINGS'line in AppHdr.h, and rebuild to compile with Lua support.Building on Windows-------------------NOTE: Building for Windows+MinGW on Windows 9x/ME may work, but we've not testedit. You may be better off using the DOS build instructions if you're on 9x/ME.We've also not tested or updated the makefile for Borland C++. We stronglyrecommend using MinGW if possible.* Install MinGW from http://www.mingw.org. The MinGW 5.0.2 installer is best soyou don't have to fiddle with individual packages (you can mess with theindividual packages if you like to, of course). If you want to edit the levelcompiler, also get the flex and bison packages (available from the GnuWin32project on Sourceforge: http://gnuwin32.sourceforge.net/).* Make sure you have g++ and mingw32-make in your path.* cd to the the Crawl source directory.* Build Crawl by runningmingw32-make MAKEFILE=makefile.mgw* If you have Lua and/or libpcre, you can edit AppHdr.h and uncommentthese lines:// #define CLUA_BINDINGSand// #define REGEX_PCRENote that there are multiple // #define REGEX_PCRE lines in AppHdr.h - findthe one in the Windows-specific section.* If you have flex and bison, edit makefile.mgw and set DOYACC := y.* Add -llua and -lpcre to the LIB line in makefile.mgw as:LIB = -lwinmm -static -llua -lpcreand build Crawl to include Lua and regex support.* When you're done, you should have crawl.exe under a "rel" subdirectory.Building on DOS---------------* Install djgpp from http://www.delorie.com/djgpp/. Don't forget to include C++support when the Zip picker asks for what you want. You may also have todownload GNU make as a separate package. It's important to follow the installinstructions carefully, because bad installs can produce rather confusingerror messages.* Make sure gxx and make are in your PATH.* If you want to modify the level compiler, install the djgpp flex, bison and m4packages and set DOYACC := y in makefile.dos.* cd to the Crawl source directory.* Build Crawl by runningmake MAKEFILE=makefile.dos* If you have Lua and/or PCRE, edit makefile.dos and change this line:CFLAGS = -D$(OS_TYPE) $(EXTRA_FLAGS)toCFLAGS = -D$(OS_TYPE) $(EXTRA_FLAGS) -DCLUA_BINDINGS -DREGEX_PCREAdd -llua and -lpcre to the LIB line in makefile.dos, like so:LIB = -llua -lpcrethen build Crawl.* When the build is done, crawl.exe should be in the source directory.*****************************************************************************The level compiler------------------(NOTE: The level compiler is not in its final form yet; these instructions arelikely to change for future releases.)Crawl uses a level compiler to convert the human-readable level design (.des)files in the source/dat directory into code that's compiled into Crawl.If you're using one of the standard makefiles, the steps described in thissection are performed automatically:The level compiler source is in the source/util directory (levcomp.lpp andlevcomp.ypp). The steps involved in building the level compiler are:* Run flex on levcomp.lpp to produce the levcomp.lex.cc lexer.* Run bison on levcomp.ypp to produce the levcomp.tab.cc parser andlevcomp.tab.h* Compile the resulting C++ source files with mapdef.cc (in the main sourcedirectory) and levcomp.cc to produce the levcomp executable.Once you've built the level compiler, run it on the .des files in source/dat andappend the results to mapdefs.ixx:levcomp(.exe) mapdefs.ixx < dat/vaults.deslevcomp(.exe) -a mapdefs.ixx < dat/splev.des(the -a option tells levcomp to append to mapdefs.ixx instead of overwriting theexisting contents.)When mapdefs.ixx is built, Crawl can be compiled as before. mapdefs.ixx is#included in maps.cc.For convenience on systems that don't have flex/bison, pre-generatedintermediate files are provided under source/prebuilt. The makefiles providedwith the Crawl source distribution will use these pre-generated filesautomatically if flex/bison is not available.If you're using an Integrated Development Environment and don't want to modifythe level design files at all, a pre-generated mapdefs.ixx is provided insource/prebuilt - you can add source/prebuilt as an include directory and buildCrawl as before. (This is not necessary if you're using Xcode on OS X- the Xcode project provided with the source distribution is aware of the levelcompiler and will build and use it automatically.)*****************************************************************************Optional Libraries------------------Lua---NOTE: When linking in Lua, the makefile LIB line usually looks like this:LIB = -lluaIf you're using Lua older than 5.1, though, the Lua library comprises of *two*libraries: liblua and liblualib (yes, confusing), so you needLIB = -llua -llualibGetting Lua:On Unixes your package management system is the best way to get Lua. Makesure to install the development headers and not just the naked library.On Windows, Lua binaries are available on luaforge.net. You should find links toget binaries from www.lua.org.On DOS, you get the joy of compiling Lua yourself. It's not hard, and you canuse the existing Windows support in the Lua makefiles with some minormodifications, but you may be better served using the official Crawl Stone Soupbinaries if you want Lua with your Crawl and don't want to compile Lua.PCRE----On Unixes, you're better served by the existing POSIX regular expressionsupport. If you want PCRE, your package management system is again your bestbet. Remember to install development headers, not just the plain library.On Windows, PCRE binaries are available fromhttp://gnuwin32.sourceforge.net/packages/pcre.htmOn DOS you get the joy of building PCRE yourself. It's a little more annoyingthan building Lua (you have to roll your own makefile), but not by much.
The Dungeon Crawl Stone Soup team (Peter Berger, Nat Lanza, Haran Pilpel, ErikPiper, David Ploog, Darshan Shaligram) would like to thank:* Linley Henzell, the author of Dungeon Crawl, for writing this great game.* Brent Ross, Dungeon Crawl 4.0/4.1 maintainer. Stone Soup owes a lot to hisideas and code in Crawl 4.1.* Other members of the 4.0 Crawl development team: Michal Valvoda, Guus Sliepen,Brian Robinson, Mark Mackey, Gordon Lipford, Daniel Ligon, Jesse Jones, JoshFishman, Don Brodale.* Everyone else who has contributed to Crawl in the past.We'd also like to thank members of the Dungeon Crawl community who havecontributed to Dungeon Crawl Stone Soup:Matthew ClineElethiomelBen GoetterR. Dan HenryBenoit HudsonRyan KusneryErkki NurmiYuuma OoharaPedroJohanna PloogDavid RoseJohan Strandell