git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9649 c06c8d41-db1a-0410-9941-cceddc491573
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to try out a tutorial. In order to do so, press 'Ctrl-T' in the speciesor job selection screens. You can choose among three popular and ratherstraightforward combinations: a Minotaur fighter following a mighty wargod, a Centaur hunter using a bow and arrows, and an Elven magician. Theprime aim of the tutorial is to explain Crawl's interface. They do notfocus on 'optimal' gameplay (also, many experienced players will sharedifferent views on the latter).
You can choose a tutorial from the species and job selection screensby pressing 'T'. Three different tutorial combinations are available.
You can choose a tutorial from the species and job selection screens bypressing 'Ctrl-T'. Three different tutorial combinations are available.
upon gaining Levels 3, 6, 9, etc., you get to choose one of theattributes to raise. Random increases can also occur; which levels givean increase is determined by species, as is the attribute to beincreased.Crawl has only three:
upon gaining Levels 3, 6, 9, etc., you get to choose an attribute toraise. Random increases can also occur; which levels give an increaseis determined by species, as is the attribute to be increased. Crawlhas only three primary attributes:
Another convenient method for moving long distances is described inthe section on Automated Travel and Exploration below.
Another convenient method for moving long distances is described in thesection on Automated Travel and Exploration below.
short description of that monster. You can get a map of the wholelevel (which shows where you've already been) by typing 'X'.
short description of that monster. This is generally useful withmonsters you've never encountered before. You can get a map of thewhole level (which shows where you've already been) by typing 'X'.
as '>' (down) and '<' (up), by pressing the '>' or '<' keys. If youascend an up staircase on level one, you will leave the dungeon forever;if you are carrying the magical Orb of Zot, you win the game by doingthis. Otherwise, the game ends, and you lose.
as ">" (down) and "<" (up), by pressing the '>' or '<' keys. It isimportant to know that most monsters adjacent to you will follow whenyou change levels; this holds both for hostile and allied monsters.Notable exceptions are zombies (and other mindless undead, who are toostupid to properly operate stairs) and ghosts (who feel they belong totheir level).If you ascend an up staircase on level one, you will leave the dungeonforever; if you are carrying the magical Orb of Zot, you win the gameby doing this. Otherwise, the game ends, and you lose.
of the stash_tracking option, you can press Ctrl-S to tell Crawl that agiven square is considered a stash. Ctrl-E will manually erase stashes.
of the stash_tracking option, you can press 'Ctrl-S' to tell Crawl thata given square is considered a stash. 'Ctrl-E' manually erases stashes.
skill depends solely on species. These aptitudes are hinted at in the listof species (see Appendix 1). For the curious, the full table can be
skill depends solely on species. These aptitudes are hinted at in thelist of species (see Appendix 1). For the curious, the full table can be
the level of a skill, the better you are at it. Every time yourcharacter gains experience points, those points become available toincrease skills. You convert experience points into skill levels bypractising the skill in question (e.g. fighting with a certain type ofweapon, casting a certain type of spell, or walking around wearinglight armour to practise stealth). The amount of unassigned experience
the level of a skill, the better you are at it. Almost all charactersstart with a few skills already trained (which depends essentially ontheir job), those which are not present have to be learned from scratch.Each skill can go up to 27.Each time your character gains experience points, those points becomeavailable to increase skills. You convert experience points into skilllevels by practising the skill in question (e.g. fighting with a certaintype of weapon, casting a certain type of spell, or walking aroundunnoticed to practise stealth). The amount of unassigned experience
not spend as many experience points on it). This can be useful forskills like stealth, which use up points whenever you move. It can alsobe used on a specific weapon skill if you want to spend more points onFighting, and similarly with magic skills and Spellcasting. You won'tlose any experience by deselecting skills, but you will rather spend itelsewhere. It can happen that the pool grows rather large in this way;the maximum is 20000 experience points.
not spend as many experience points on it). The main use of turning offskills is to spend more points on other skills: You will not lose anyexperience by deselecting skills, you will rather spend it elsewhere.It can happen that the pool grows rather large in this way; the maximumis 20000 experience points.
such a statue. The best method to destroy statues is by using wands ofdisintegration; you can also bash some of them into pieces by brute
such a statue. The best method to destroy most statues is by using wandsof disintegration; you can also bash some of them into pieces by brute
corpses, others don't, and still others do so sometimes. Guided byintuition, you will soon figure out which monsters make the best meals.Likewise, ranged or magic attackers will prove a different kind ofthreat from melee fighters. Learn from past deaths and remember whichmonsters pose the most problems. If particular monsters are giving youtrouble, try to alter your tactics for future encounters.
corpses, others don't, and still others do so sometimes. Likewise,ranged or magic attackers will prove a different kind of threat frommelee fighters. Learn from past deaths and remember which monsters posethe most problems. If particular monsters are giving you trouble, tryto alter your tactics for future encounters.
least three in order to enter the Realm of Zot.
least three in order to enter the Realm of Zot. Some people like tobrag about retrieving many more runes but those would probably boastof any other silly little thing they've done.
Dwarves-------Dwarves are generally short, hardy people. Originally inhabiting deepunderground caverns, some of them moved closer to the surface whilestill sticking to the mountainous habitat. All Dwarves are particularlydangerous when using Dwarven weaponry. Their armour and weapons are verywell-crafted and much more durable than the products of lesser artisans.
----------------Dwarves are generally short, hardy people. They love to fight, and oftenventure forth to seek fame and fortune through battle. Their armour andweapons are very well-crafted and much more durable than the products oflesser artisans. Dwarves are particularly dangerous when using Dwarvenweaponry.
Mountain Dwarves, as opposed to the subterranean specimen, come fromcities far above the Dungeon. They love to fight, and often ventureforth to seek fame and fortune through battle. As such, they are veryrobust and excellent at hand combat, especially favouring axes orbludgeoning weapons, and are good at using armour and shields. Theyare poor at missile combat, the single exception being crossbows.Polearms usually are too big for them to wield comfortably and somake quite bad weapons for Mountain Dwarves.
Mountain Dwarves, as opposed to the subterranean specimen, come fromcities far above the Dungeon. They are very robust and excellent at handcombat, especially favouring axes or bludgeoning weapons, and are goodat using armour and shields. They are poor at missile combat, the singleexception being crossbows, those being rather mechanical weapons. Sincepolearms usually are too big for them to wield comfortably, they makequite bad weapons for Dwarves.In general, they are rather resistant to magic than capable of dealingwith it. However, they are very proficient at earth and fire magics.Thus, many a Mountain Dwarf started career as an elementalist in one ofthose schools. They advance in levels at a similar rate to Deep Elves.
In general, they are rather resistant to magic than capable of dealingwith it. However, they are very proficient at earth and fire magics.Thus, many a Mountain Dwarf started career as an elementalist in thoseschools. They advance in levels at a similar rate to Deep Elves.
------------Deep Dwarves are a species who, unlike their Mountain Dwarf relatives,never left the underground homelands. Living there for countlessgenerations made them turn pale and lose all ability to regenerate ontheir own (nor are they receptive to outside effects which merely hastenregeneration), as well as all ability to recover from losses to physicalattributes over time. On the other hand, Deep Dwarves have developed theability to instantly counteract small doses of damage. They can also usetheir empathy with the earth to sense their surroundings; this abilityincreases in power as they gain experience levels.
Deep Dwarves are a species who, unlike their Mountain Dwarf relatives,never left the underground homelands. Living there for countlessgenerations made them turn pale and lose all ability to regenerate ontheir own (nor are they receptive to any effects which merely hastenregeneration), as well as all ability to recover from losses to theirprimary attributes over time. On the other hand, Deep Dwarves havedeveloped the ability to instantly counteract small doses of damage.They can also use their empathy with the earth to sense much of theirsurroundings; this ability increases in power as they gain experiencelevels.
Given their lack of innate healing, few Deep Dwarves venture out foradventures or even combat. Those who do usually bring a wand of healing,or rely on divine assistance.
Given their lack of innate healing, few Deep Dwarves venture out foradventures or even combat. Those who do bring a wand of healing, orrely on divine assistance.
Naturally, Deep Dwarves are quite adept with all arts of avoiding blowsand damage and ungifted in the ways of physical combat. Those who haveto defend their ground most often go with ranged combat (except forbows, which are too unwieldy for them) or spells. Deep Dwarves arehighly spiritual beings, often portrayed as actual spirits by outsiders.They are most at home with the magics of earth and death.
Naturally, Deep Dwarves are quite adept with all arts of avoidingblows and damage and ungifted in the ways of physical combat. Thosewho have to defend their ground most often go with ranged combat(except for bows, which are too unwieldy for them) or spells. DeepDwarves are highly spiritual beings, often portrayed as actualspirits by outsiders. They are most at home with the magics of earthand death.
Like all other Dwarves, they are gifted forgers. In addition, DeepDwarves can tinker with gadgets so as to recharge them. However, eachtime they do so, they lose a bit of their magical essence.
Like all other Dwarves, they are gifted forgers. In addition, DeepDwarves can tinker with gadgets so as to recharge them. However,each time they do so, they lose a bit of their magical essence.