morgue filenames now include seconds.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@1230 c06c8d41-db1a-0410-9941-cceddc491573
Y3ZCJ2CZJYJAEB76HS4EY4GD64TDPPKANQVNDEH2OJPRDPZWJNYAC MEHEIG7NONIBEKW4V3WYEBWTLEKFIAQUDPBFZ4HPC6MBWT6ZKJDAC WQU4ORZR2C52JNRTH5DN4XKNLEC4Q4SUZ7MLO6MBU6SSL2YXLSOAC GSQ72ULBSL6WBJZUB3GJKAPQDXZIQV7B2TDBA5OP2WVGHVJMCQFQC K2CS6TCX2NDVL2ASEHGP4J4K4IJ6FP3ANNKTSIWVG43HPYSBX6ZQC RVST2QHYJ757ZHK4AUJ5NGPDZ44AD6RVFVXYPKQIBJXZBDNUCHXQC D77K7ISUWRLGNSQGYH5P2KEJZCNYQHDZC5AMLSKTXVBIRNG6F5KQC 7TLJ2HSES5TLOSAVWAWVVCKHGWNDXYDEYRN3AONEZDC2LSY5SBUQC F2BIF3CG3F2THAJQZVE7N63F3NLOMA2PY4SUBA2FJOP2ANKIFYGQC BFNKOKRTFRTYFUWQ4IEHY5EER4UFBZUNSQRMB3UWY5BBNWS7UJEQC MWHMD65QP6UKXO6Q4ZVEAMXY563AJ6KH7J6UEZOB5CRPPSRB762QC 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.
Crawl is a fun game in the grand tradition of games like Rogue,Hack and Moria. Your objective is to travel deep into a subterraneancave complex and retrieve the Orb of Zot, which is guarded by manyhorrible and hideous creatures.
If you have never played Crawl (or a similar game) before, you may want to tryout a tutorial. These are accessed by entering 'T' in the class or speciesselection screens. You can choose among three quite popular and rather straightforward combinations: a strong melee fighter with the additional helpa mighty war god, a Centaur hunter using bow and arrows and a battle magicianof Elven type. The tutorials primarily intend to explain Crawl's interface.They do not focus on 'optimal' gameplay (also, many experienced players sharedifferent views on the latter). The tutorial has a special help screen viewedby pressing '?' and ends when you reach the fifth experience level.
If you have never played Crawl (or a similar game) before, you maywant to try out a tutorial. These are accessed by entering 'T' inthe class or species selection screens. You can choose among threequite popular and rather straight forward combinations: a strongmelee fighter with the additional help of a mighty war god, a Centaurhunter using bow and arrows, and an Elven battle magician. Thetutorials are primarily intended to explain Crawl's interface. Theydo not focus on 'optimal' gameplay (also, many experienced playersshare different views on the latter). The tutorial has a specialhelp screen (viewed by pressing '?') and ends when you reach thefifth experience level.
Detailed instructions for playing Crawl follow. If you want to get the mostimportant facts more quickly, read the quick-start guide (quickstart.txt) andlearn as you play. Otherwise, it may be worth your while to read at least partof this file (although it will probably confuse you somewhat). Read at least thedisclaimer in section L of this document and the licence.txt file, though.
Detailed instructions for playing Crawl follow. If you want to getthe most important facts more quickly, read the quick-start guide(quickstart.txt) and learn as you play. Otherwise, it may be worthyour while to read at least part of this file (although it willprobably confuse you somewhat). Read at least the disclaimer insection L of this document and the licence.txt file, though.
While Dungeon Crawl is a strict single player game, you can play on a servertogether with many others. The relevant webpage and telnet address arewww.akrasiac.orgyiff.mit.edu
While Dungeon Crawl is a strict single player game, you can playon a server together with many others. The relevant webpage andtelnet address are:http://crawl.akrasiac.orgtelnet://crawl.akrasiac.org
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 to choose arace and class (a full list of all saved games is displayed, which you cannavigate with the cursor Up and Down keys). You can make these two choices ineither order, and randomising (one of) them is possible, as well. Pressing Enterallows you to skip choosing a name until species and class are settled.
After starting Crawl, you'll be asked to type in a name. If youwish to choose a name after deciding on the species and class ofyour new character, press Enter. You will see a full list of allsaved games is displayed, which you can navigate with the cursorUp and Down keys, and entering a name that is already attached toa save game will continue that game. Otherwise, enter a new name,and you will proceed to choose a race and class for a new character.You can make these two choices in either order, and you can randomizeyour choice of class, race, or both if you would rather the gamedecided for you.
The choice of species affects several important characteristics, in particularthe speed with which the different skills are learned. This is very important,and helps to differentiate clearly the many available races. To be complete, thefollowing factors are species-dependent:
The choice of species affects several important characteristics,in particular the speed at which you learn different skills. Thisis very important, and helps to differentiate clearly the manyavailable races. The following factors are species-dependent:
The choice of class is definitely less decisive than that of species in Crawl.Basically, it determines 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.
The choice of class is definitely less decisive than that of speciesin Crawl. Basically, class determines what the character has learnedprior to entering the dungeon (i.e. the starting skills), and alsohelps determine equipment and hit/magic points at start.
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.
Some species are slower than humans in most/all skills. For someclasses these races may seem to have very few skills because theyhaven't quite earned the first level of several of their skills(Centaurs are notable in this regard... although non-human Wandererscan appear to start with no apparent skills at all). This isn't abug or an oversight, these species are just particularly weakerthan humans at these classes. They may have other advantages beyondskill development, though in some cases they may not.
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.
You will notice that no species (except Humans) has access to allclasses. Looking at the available combinations should give you arough impression about the weaknesses and strengths of the differentraces.
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.
For some combinations of race and class, you must make additionalchoices before starting the game: for example, you must pick astarting god for Chaos Knights, or a starting weapon for Fighters.
You can choose a tutorial from both the species and class selection screensby pressing 'T'. There are three different combinations available.
You can choose a tutorial from both the species and class selectionscreens by pressing 'T'. There are three different tutorialcombinations available.
The stat area to the right of the playing map shows a lot of numbers. Thesedescribe different aspects of the hero. The most basic ones are
The stat area to the right of the playing map shows a lot of numbers.These describe different aspects of the hero. The most basic onesare
The main screen shows hit points in the format HP: 8/10which means that the number of maximal hit points is 10, ofwhich the character currently has 8. Resting (by pressing 's','.', Del) will slowly restore hit points; for longer resting use'5' or Shift-Num-5.
The main screen shows hit points in the format HP: 8/10,showing that your character's maximum hit points are 10, andthe character currently has 8. Resting (by pressing 's','.', Del) will slowly restore hit points; for longer restinguse '5' or Shift-Num-5.
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.
Magic points: A measure of magic or other intrinsic power. This is used------------- primarily for spellcasting, but is sometimes also used forberserking and invoking of many other specialabilities. They are displayed in the same way as hit points;nothing bad happens if these drop to zero. (Except, of course,that you can't cast any spells...) Resting restores these, too.
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.
Level: Starting characters have experience level 1; the highest------ possible level is 27. The current level is displayed in thestat area after "Experience". Gaining a level nets additionalhit and magic points, and will sometimes grant spell slotsor primary attributes (see immediately below).
The following primary attributes describe the abilities of a character to fight,dodge, learn spells etc. They grow permanently from gaining levels, andtemporarily from using appropriate artifacts or abilities. Crawl has only three:
Primary attributes describe the abilities of a character to fight,dodge, learn spells etc. They grow permanently from gaining levels,and temporarily from using appropriate artifacts or abilities. Crawlhas only three:
If any one of these drops to zero, you die. Note that upon gaining Levels 3, 6,9 etc. you get to choose which one of these attributes to raise. Randomincreases can also occur (which Levels give an increase is determined by race,as is the attribute(s) to be chosen).
If any one of these drops to zero, you die. Note that upon gainingLevels 3, 6, 9 etc. you get to choose one of these attributes toraise. Random increases can also occur (which levels give an increaseis determined by race, as is the attribute(s) to be increased).
able to affect you. MR is an internal variable, so you can't seewhat yours is, but you can get a rough idea by pressing '@'.
able to affect you. MR is an internal variable, so you can'tsee what yours is, but you can get a rough idea by pressing '@'.
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.
Sometimes characters will be able to use special abilities, forexample the Naga's ability to spit poison, or the magical power toturn invisible granted by a ring. These are accessed through the'a' command.
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 5.
There are many ailments or enchantments that can temporarily befallyou. These are noted in the stats area below the experience line.Many of them are self-explaining, like Pray, or Hungry. Many others,however, can be subtle, and a full list with explanations is givenin Appendix 5.
You can make your character walk around with the numeric keypad (try bothNumlock on and off) or the "Rogue" keys (hjklyubn). If this is too slow, you canmake your character walk repeatedly by pressing 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.
You can make your character walk around with the numeric keypad(try both Numlock on and off) or the "Rogue" keys (hjklyubn). Ifthis is too slow, you can make your character walk repeatedly bypressing Shift and a direction. You will walk in that directionuntil any of a number of things happen: a hostile monster is visibleon the screen, a message is sent to the message window for anyreason, you type a key, or you are about to step on anything otherthan normal floor or an undiscovered trap and it is not your firstmove of the long walk. Note that this is functionally equivalentto just pressing the direction key several times.
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.
If you press Shift and '5' on the numeric keypad (or just the number'5' on the keyboard) you rest for 100 turns or until your hit pointsor magic return to full, whichever is sooner. You can rest for justone turn by pressing '.', Delete, 's', or '5' on the keypad. Wheneveryou are resting, you are assumed to be observing your surroundings,so you have a chance of detecting any traps or secret doors adjacentto you.
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.
The section of the viewing window which is coloured (with the '@'representing you at the centre) is what you can see around you. Thedark grey around it is the parts of the level which you have visited,but cannot currently see. The 'x' command lets you move the cursoraround to get a description of the various dungeon features, andtyping '?' when the cursor is over a monster brings up a shortdescription of that monster. You can get a map of the whole level(which shows where you've already been) by typing the 'X' key. Thismap specially colour-codes stairs and known traps, even if somethingis on top of them.
>> This is not true anymore. As I've said before, the optimal default IMO wouldbe to treat the '>' and '<' as on top of a pile, where the pile is shown per theheap_brand setting. <<
>> This is not true anymore. As I've said before, the optimal defaultIMO would be to treat the '>' and '<' as on top of a pile, wherethe pile is shown per the heap_brand setting. <<
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.
You can make your way between levels by using staircases, whichappear as '>' (down) and '<' (up), by pressing the '>' or '<' keys.If you ascend an up staircase on level one, you will leave thedungeon forever; if you are carrying the magical Orb of Zot, youwin the game by doing this. Otherwise, the game ends, and you lose.
Besides the dungeon you start in, there are many branches in Crawl. All of themare themed and host opponents of some special sort. It is not mandatory to visitany particular branch, but you must explore some of them: progress to the Realmsof Zot (where the Orb is located) is only allowed for adventurers who happen tohave at least three magical runes of Zot. Several branch end levels contain sucha rune.
Besides the dungeon you start in, Crawl's dungeon has many branches.All of them are themed and host opponents of some special sort. Itis not mandatory to visit any particular branch, but you must exploresome of them: progress to the Realms of Zot (where the Orb islocated) is only possible for adventurers who have at least threemagical runes of Zot. The bottoms of several branches contain suchrunes.
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 '>'.
Occasionally you will find an archway ('\'); these lead to specialplaces like shops, magical labyrinths, and Hell. Depending on whichtype of archway it is, you can enter it by typing '<' or '>'.
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.
Doors can be opened with the 'o' command and closed with the 'c'command. Pressing Control plus a direction also opens doors. Ifthere is no closed door in the indicated space, you will attemptto attack any monster which may be standing there (this is the onlyway to attack a friendly creature hand-to- hand). If there is nocreature there, you will attempt to disarm any trap in the targetsquare. If there is apparently nothing there you will still attackit, just in case there's something invisible lurking around. (Thereis.)
When you are in a shop, you are given a list of the shopkeeper's stock fromwhich to choose. Unfortunately the shopkeepers all have an enterprise bargainingagreement with the dungeon teamsters union which prevents them using non-unionlabour to obtain stock, so you can't sell anything in a shop (but whatshopkeeper would buy goods from a disreputable adventurer like you, anyway?) Inshops you have access to the inventory and the list of already discovered items.
When you are in a shop, you are given a list of the shopkeeper'sstock from which to choose. Unfortunately the shopkeepers all havean enterprise bargaining agreement with the dungeon teamsters unionwhich prevents them using non-union labour to obtain stock, so youcan't sell anything in a shop (but what shopkeeper would buy goodsfrom a disreputable adventurer like you, anyway?) In shops you haveaccess to the shop's inventory and to your list of already discovereditems. You can purchase items by pressing the letter of each item in theshop menu; by pressing 'v' and then the letter, you can get informationabout the item you are considering purchasing.
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 also use autotravel 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 4 for all commands and shortcuts in level-map mode.
Crawl has an extensive automated travel system: pressing Ctrl-Glets you chose any dungeon level; the game will then take theshortest path to reach this destination. You can also use autotravelon the level map ('X'): move the cursor to the place where you wantto go and hit Enter. There are several shortcuts when choosingdestinations: try '<' and '>' to quickly reach the staircases. Whenyour autotravel gets interrupted, Crawl will remember the previousdestination. Hitting Ctrl-G again and following with Enter putsthe cursor on that square. See Appendix 4 for all commands andshortcuts in level-map mode.
Another use of autotravel is exploration: Ctrl-O makes your character move tothe 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, but auto-explore will probably save real-time.
Another use of autotravel is exploration: Ctrl-O makes your charactermove to the nearest unexplored area. This can be dangerous - do notuse it when known hostiles are around! Also note that this algorithmis not optimal: by manual exploration you can save turns, butauto-explore will usually save real time.
Since you can only carry 52 items, you will occassionally want to safely stashthings away. When you want to search for something in your stashes, you can do
Since you can only carry 52 items, you will occassionally want tosafely stash things away (by dropping them with the 'd' command).When you want to search for something in your stashes, you can do
expressions, although you will mostly just need strings like 'mutation', 'healwounds' etc. A list with all places is presented, where objects matching thesearch are (or have been) located; you can then travel there or examine thepile. The Find command will also search in shop inventories. Furthermore, youcan search for skills like 'long blades' (this will find all weapons that trainthe long blades skill) or general terms like 'artefact'.
expressions, although you will mostly just need strings like'mutation', 'heal wounds' etc. You will be presented with a listof all places where objects matching the search are (or have been)located; you can then travel there or examine the pile. The Findcommand will also search in shop inventories. Furthermore, you cansearch for skills like 'long blades' (this will find all weaponsthat train the long blades skill) or general terms like 'artefact'.
The above assumes that you use the default option 'stash_tracking = all'. If forsome reasons (e.g. to speed up performance) the value has been changed, you canpress Ctrl-S to tell Crawl that this square is considered a stash. Ctrl-E willmanually erase stashes.
The above assumes that you use the default option 'stash_tracking= all'. If for some reasons (e.g. to speed up performance) the valuehas been changed, you can press Ctrl-S to tell Crawl that a givensquare is considered a stash. Ctrl-E will manually erase stashes.
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 artifact, 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 believe
Your goal is to locate the Orb of Zot, which is held somewhere deepbeneath the world's surface. The Orb is an ancient and incrediblypowerful artifact, and the legends promise great things for anyonebrave enough to extract it from the fearsome Dungeon. Some say itwill grant immortality or even godhood to the one who carries itinto the sunlight; many undead creatures seek it in the hope thatit will restore them to life. But then, some people will believe
Crawl's help menu is accessed by pressing '?'. You get the list of all commandsby pressing '?' again. A different, more verbose description of the commandsalso appears in appendix 4 of this text. Various other help texts are availableas well, including this manual. You can also read the logbook of your characterfrom there by pressing ':'.Note that both level map mode and targeting interface have their own helpscreen, to be displayed by presing '?'.
To access Crawl's help menu, press '?'. To get the list of allcommands, press '?' again. A different, more verbose descriptionof the commands also appears in Appendix 4 of this text. Variousother help texts are available as well, including this manual. Youcan also read your character's logbook from there by pressing ':'.Note that both level map mode and targeting interface have theirown help screens; again, press '?'.
If you don't like the standard keyset (either because some keys do not workproperly, or because you want to decrease the amount of typing necessary),you can use keymaps and macros. See macro.txt in the Docs directory, or read itfrom the in-game help menu.
If you don't like the standard keyset (either because some keys donot work properly, or because you want to decrease the amount oftyping necessary), you can use keymaps and macros. See macro.txtin the Docs directory, or read it from the in-game help menu.
When you kill monsters, you gain experience points (XP) and you also receive onehalf of the experience for monsters killed by friendly creatures. When you getenough XP, you gain an experience level, making your character more powerful. Asthey gain levels, characters gain more hit points, magic points, and spell levels.
When you kill monsters, you gain experience points (XP). You receivehalf normal experience for monsters killed by friendly creatures.When you get enough XP, you gain an experience level, making yourcharacter more powerful. As they gain levels, characters gain morehit points, magic points, and spell levels.
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 3 for a detailed description of all skills present inCrawl. It is important to note that the ease with which a character learns askill depends solely on race. These aptitudes are hinted at in the list ofspecies (see appendix 1).
Additionally, the experience you gain goes into your experiencepool. This pool of points is used up whenever you practice a skill.These skills represent proficiency with all areas of endeavour anambitious adventurer might need in the dungeons. They range fromdifferent weapon skills (both for close and ranged combat) to manymagical skills and several additional activities like Dodging orStabbing. See Appendix 3 for a detailed description of all skillspresent in Crawl. The ease with which a character learns a skilldepends solely on race. These aptitudes are hinted at in the listof species (see Appendix 1).
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 countsup from 0% to 100% as you get closer to gaining a level in that skill.
You can see your character's skills by pressing the 'm' key; thehigher the level of a skill, the better you are at it. Every timeyour character gains experience points, those points become availableto increase skills. You convert experience points into skill levelsby practising the skill in question (e.g. fight with a certaintype of weapon, cast a certain type of spell, or walk around wearinglight armour to practise stealth). The amount of unassigned experiencepoints is shown next to your experience total on the main screenas well as on the skills screen, and the number in blue next toeach skill counts up from 0% to 100% as you get closer to gaininga level in that skill.
You can 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.
You can elect not to practise a particular skill by selecting itin the skill screen (making it turn dark grey). This means that youwill be less likely to increase that skill when you practise it(and will also not spend as many experience points on it). This canbe useful for skills like stealth which use up points whenever youmove. It can also be used on a specific weapon skill if you wantto spend more points on Fighting, and similarly with magic skillsand Spellcasting.
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 the manual crumbles,after a random number of uses.
Occasionally you fill a manual of a skill which allows to make quickprogress in this area. Whenever you read it, all free experienceis transferred into exercising this particular skill. This can bedone until the manual crumbles, which will occur after a randomnumber of uses.
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.
In the caverns of Crawl, you will find a great variety of creatures,most of which are displayed by capital or small letters of thealphabet. Many of them would very much like to eat you. To stopthem from doing this, you will generally need to fight them. Toattack a monster, stand next to it and move in its direction; thismakes you attack it with your wielded weapon. Of course, somemonsters are just too nasty to beat, and you will find that discretionis often the better part of valour.
There are several more feasible methods to kill monsters. Hunters and similarlyoriented characters will prefer ranged combat to mindless bashing. When wieldingsome launcher, the 'f' command will fire appropriate missiles. See the sectionon Targeting in the Items Chapter for more on this. Likewise, many magicianswill rather want to use spells from a safe distance. They can use 'Z' to castspells previously memorised. Again see the Targeting section.
There are several other less dangerous methods you can use to killmonsters. Hunters and similarly oriented characters will preferranged combat to mindless bashing. When wielding some launcher, the'f' command will fire appropriate missiles. See the section onTargeting in the Items Chapter for more on this. Likewise, manymagicians will prefer to use spells from a safe distance. They canuse 'Z' to cast spells previously memorised. Again, see the Targetingsection.
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.
Some monsters can be friendly; friendly monsters will follow youaround and fight on your behalf (you gain half the normal experiencepoints for any kills they make). You can command your allies usingthe '!' key, which lets you either shout to attract them or tellthem who to attack. You can also shout to get the attention of allsleeping monsters in range if, for some reason, you wanted to dothat.
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.
Some special monsters are Uniques. You can identify a unique becausehe or she will have a name and personality. Many of these come upwith very nasty ideas how to rid the dungeon of you. Treat themvery carefully, particularly if you meet a unique for the firsttime.
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.
Other, even rarer, obstacles are statues. A variety of statues canappear, ranging from harmless granite ones (who still often signifysomething of interest) to really dreadful ones. Be alert wheneverseeing such a statue. The best method to destroy statues is by usingwands of disintegration; you can also bash one into pieces by bruteforce, however.
When playing Crawl, you will undoubtedly 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.
When playing Crawl, you will undoubtedly want to develop a feelingfor the different monster types. For example, some monsters leaveedible corpses, others don't, and still others so sometimes. Guidedby intuition, you will soon figure out which monsters make the bestmeals. Likewise, ranged or magic attackers will prove a differentkind of threat from closed combateers. Learn from past deaths andremember which monsters pose the most problems. Try to treat problemopponents with different measures in future encounters.
In the dungeons of Crawl there are many different kinds of normal and magicalartifacts 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:
In the dungeons of Crawl there are many different kinds of normaland magical artifacts to be found and used. Some of them are useful,some are nasty, and some give great power, but at a price. Someitems are unique; these have interesting properties which can makeyour life rather bizarre for a while. They all fall into severalclasses of items, each of which is used in a different way. Hereis a general list of what you might find in the course of youradventures, how these are displayed, and what commands there areto use them:
You pick items up with the 'g'et or ',' (comma) command and drop them with the'd'rop command. When you are given a prompt like "drop which item?", if you typea number before the letter of the item, you will drop that quantity of the item.(similarly when picking up). Note that picking up items from one square takesalways one turn. Dropping several items in one go takes _more_ turns, so becareful here.
You pick items up with the 'g'et or ',' (comma) command and dropthem with the 'd'rop command. When you are given a prompt like "dropwhich item?", if you type a number before the letter of the item,you will drop that quantity of the item. (similarly when pickingup). Note that picking up items from one square takes exactly oneturn. You can drop multiple items by pressing 'd' and then '@';dropping several items in one go takes _more_ turns, so be carefulhere.
Typing 'i' gives you an inventory of what you are carrying. When you are given aprompt like "Throw [or wield, wear, etc] which item?", you usually get a list ofall available options (this behaviour can be changed with the auto_list option).You can press '*' in case you want to wield something unusual. When theinventory screen is showing "-more-", to show you that there is another page ofitems, you can type the letter of the item you want instead of Space or Enter.
Typing 'i' displays your inventory (what you are carrying). Whenyou are given a prompt like "Throw [or wield, wear, etc] whichitem?", you usually get a list of all available options (thisbehaviour can be changed with the auto_list option). You can press'*' in case you want to wield something unusual. When the inventoryscreen shows "-more-", to show you that there is another page ofitems, you can type the letter of the item you want, even if it isnot visible, instead of pressing Space or Enter to see the nextpage.
You can carry at most 52 items at once, and the total weight is bounded by yourcarrying capacity. Both of these are printed at the top of the inventory screen.
You can carry at most 52 items at once, and the total weight isbounded by your carrying capacity. Both of these are printed at thetop of the inventory screen.
You can use the adjust command (the '=' key) to change the letters to which yourpossessions are assigned. This command can be used to change spell letters, too.
You can use the adjust command (the '=' key) to change the lettersto which your possessions are assigned. This command can be usedto change spell letters, too.
Some items can be stickycursed, in which case they weld themselves to your bodywhen you use them. Such items usually carry some kind of disadvantage: a weaponor armour may be damaged or negatively enchanted, while rings can have allmanner of unpleasant effects on you. If you are lucky, you might find magicwhich can rid you of cursedness for welded items.
Some items can be stickycursed, in which case they weld themselvesto your body when you use them. Such items usually carry some kindof disadvantage: a weapon or armour may be damaged or negativelyenchanted, while rings can have all manner of unpleasant effectson you. If you are lucky, you might find magic which can rid youof cursedness for welded 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 game theymight all be purple and bubbly. Once you have discovered the function of such anitem, you will remember it for the rest of the current game. You can access youritem discoveries with the '\' key.
Items like scrolls, potions, and some other types each have acharacteristic, like a label or a colour, which will let you tellthem apart on the basis of their function. However, these characteristicschange between each game, so while in one game every potion ofhealing may be yellow, in another game they might all be purple andbubbly. Once you have discovered the function of such an item, youwill remember it for the rest of the current game. You can accessyour item discoveries with the '\' key.
A very useful command is the 'v' key, which gives you a description of what anitem does. Try this when comparing different types of armours and weapons, butdon't expect too much information from examining unidentified items.
The 'v' key, which gives you a description of what an item does,is very useful. Try this when comparing different types of armoursand weapons, but don't expect too much information from examiningunidentified items.
Another useful command is the '{' key, which lets you inscribe items with acomment. You can also inscribe commands; in particular inscribing '=k' willcause the item to be completely ignored from then on (it can only be picked upif all items on that square have the '=k' mark). An item with '@w9' can bewielded with the command 'w9', regardless of its actual item slot (here 'w'ieldcould be replaced by any sensible command key, using '*' signifies all keys atonce; and any digit could be substituted for '9'). An item with '!w' demandsconfirmation before wielding. For more on this, and especially auto-inscription,see crawl-options.txt.
Another useful command is the '{' key, which lets you inscribe itemswith a comment. You can also inscribe commands; in particularinscribing '=k' will cause the item to be completely ignored fromthen on (it can only be picked up if all items on that square havethe '=k' mark). An item with '@w9' can be wielded with the command'w9', regardless of its actual item slot (here 'w'ield could bereplaced by any sensible command key, using '*' signifies all keysat once; and any digit could be substituted for '9'). An item with'!w' demands confirmation before wielding. For more on this, andespecially auto-inscription, see crawl-options.txt.
These are rather important. You will find a variety of weapons in the dungeon,ranging from small and quick daggers to huge, cumbersome battleaxes andpole-arms. Each type of weapon does a differing amount of damage, has adifferent chance of hitting its target, and takes a different amount of time toswing. There are several weapon skills (press 'm' to show a list of those thatyou are training) like Short Blades, Long Blades, Axes, Unarmed Combat etc.These skills affect damage, accuracy and speed.
These are rather important. You will find a variety of weapons inthe dungeon, ranging from small and quick daggers to huge, cumbersomebattleaxes and pole-arms. Each type of weapon does a differentamount of damage, has a different chance of hitting its target, andtakes a different amount of time to swing. There are several weaponskills (press 'm' to show a list of those that you are training)like Short Blades, Long Blades, Axes, Unarmed Combat etc. Theseskills affect damage, accuracy, and speed.
Weapons can be enchanted; when they are identified, they have values which tellyou how much more effective they are than an unenchanted version. The firstnumber is the enchantment to-hit, which affects the weapon's accuracy, and thesecond is its damage enchantment; weapons which are not enchanted are simply'+0'. Some weapons also have special magical effects which make them veryeffective in certain situations. Some types of hand weapons (especially daggers,
Weapons can be enchanted; when they are identified, they have valueswhich tell you how much more effective they are than an unenchantedversion. The first number is the enchantment to-hit, which affectsthe weapon's accuracy, and the second is its damage enchantment;weapons which are not enchanted are simply '+0'. Some weapons alsohave special magical effects which make them very effective incertain situations. Some types of hand weapons (especially daggers,
You can wield weapons with the 'w' command, which is a very quick action. If forsome reason you want to go bare-handed, type 'w' followed by a hyphen ('-').Note that weapons are not the only class of item which you can wield.
You can wield weapons with the 'w' command, which is a very quickaction. If for some reason you want to go bare-handed, type 'w'followed by a hyphen ('-'). Note that weapons are not the onlyclass of item which you can wield.
The ' (apostrophe) key is a shortcut which automatically wields item a. If itema is being wielded, it causes you to wield item b instead, if possible. Tryassigning the letter a to your primary weapon, and b to your bow or somethingelse you need to wield only sometimes. Note that this is just a typing shortcutand is not functionally different to wielding these items normally.
The ' (apostrophe) key is a shortcut which automatically wieldsitem a. If item a is being wielded, ' causes you to wield item binstead, if possible. Try assigning the letter a to your primaryweapon, and b to your bow or something else you need to wield onlysometimes. Note that this is just a typing shortcut and is notfunctionally different to wielding these items normally.
You can press '(' or ')' to show your primary (wielded) and secondary (slot b)weapons, as well as the preferred missiles (to be shot when using 'f' to fire).
You can press '(' or ')' to show your primary (wielded) and secondary(slot b) weapons, as well as the preferred missiles (to be shotwhen using 'f' to fire).
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.
If you would rather pick off monsters from a safe distance, youwill need ammunition for your sling, bow, or other appropriatelauncher. Darts are effective when simply thrown; other kinds ofammunition require you to wield an appropriate device to inflictworthwhile damage. Ammunition has only one "plus" value, whichaffects both accuracy and damage. If you have ammunition suitablefor what you are wielding, the 'f' command will choose the firstlot in your inventory, or you can use the 't' command to throwanything. If you are using the right kind of hand weapon, you will"shoot" the ammunition, otherwise you "throw" it. At times it alsosensible to throw weapons like spears, daggers, or hand axes.
The following paragraph describes how to target monsters using your rangedattack. The same interface is employed for the casting of many spells, and thezapping of certain wands.
The following paragraph describes how to target monsters using yourranged attack. The same interface is employed for the casting ofmany spells, and the zapping of certain wands.
This is also rather important. Most worn armour improves your Armour Class,which decreases the amount of damage you take when something injures you.Unfortunately, the heavier types of armour also hamper your movement, making iteasier for monsters to hit you (i.e. reducing your evasion score) and making itharder for you to hit monsters. These effects can be mitigated by a high Armourskill. Wearing heavy armour also increases your chances of miscasting spells, aneffect which is not reduced by your Armour skill.
This is also rather important. Most worn armour improves your ArmourClass, which decreases the amount of damage you take when somethinginjures you. Unfortunately, the heavier types of armour also hamperyour movement, making it easier for monsters to hit you (i.e.reducing your evasion score) and making it harder for you to hitmonsters. These effects can be mitigated by a high Armour skill.Wearing heavy armour also increases your chances of miscastingspells, an effect which is not reduced by your Armour skill.
A Shield normally affects neither your AC or your evasion, but it lets you blocksome of the attacks aimed at you and absorbs some of the damage you wouldotherwise receive from things like dragon breath and lightning bolts. Wearing ashield (especially a large shield) makes you less effective in hand combat.Shields are more effective when you're fighting a small number of foes than whenyou're surrounded. There are three types: bucklers, shields, and large shields.While it is possible to use bows (or other launchers) and rods together with ashield, the effectivity of doing so is hampered.
A Shield normally affects neither your AC or your evasion, but itlets you block some of the attacks aimed at you and absorbs someof the damage you would otherwise receive from things like dragonbreath and lightning bolts. Wearing a shield (especially a largeshield) makes you less effective in hand combat. Shields are moreeffective when you're fighting a small number of foes than whenyou're surrounded. There are three types: bucklers, shields, andlarge shields. While it is possible to use bows (or other launchers)and rods while wearing a shield, you will be much less effective.
Some magical armours have special powers. These powers are sometimes automatic,affecting you whenever you wear the armour, and sometimes must be activated withthe 'a' command.
Some magical armours have special powers. These powers are sometimesautomatic, affecting you whenever you wear the armour, and sometimesmust be activated with the 'a' command.
You can wear armour with the 'W' command, and take it off with the 'T' command.With '[' you can have a quick look at your current gear.
You can wear armour with the 'W' command, and take it off with the'T' command. With '[' you can have a quick look at your currentgear.
Food is extremely important. You can find many different kinds of food in thedungeon. If you don't eat when you get hungry, you will eventually die ofstarvation. Fighting, carrying heavy loads, casting spells, and using somemagical items will make you hungry. When you are starving you fight lesseffectively as well. You can eat food with the 'e' command.
Food is extremely important. You can find many different kinds offood in the dungeon. If you don't eat when you get hungry, you willeventually die of starvation. Fighting, carrying heavy loads, castingspells, and using some magical items will make you hungry. When youare starving, you fight less effectively as well. You can eat foodwith the 'e' command.
You will also like to dine on the carrions of your casualties (except if you area Spriggan - these despise meat). Despite the fact that corpses are representedby the same '%' sign as food, you can't eat them without first cutting them intopieces with the 'D' command. Being extremely hungry helps as well in gulpingdown the raw flesh. Even then, you should choose your homemade food with greatcare. In order to dissect a corpse with the 'D' command, you need to have aproper tool (like a knife or short sword). Cutting off the least bad parts willtake some turns and produce a number of 'chunks' eventually. These can then beeaten with 'e' command as above. Crawl will automatically switch to an uncursedbutchering tool when you type 'D', and it will also switch back to your previousweapon in case you didn't get interrupted.
You may wish to dine on the corpses of your casualties (unless youare a Spriggan - these despise meat). Despite the fact that corpsesare represented by the same '%' sign as food, you can't eat themwithout first cutting them into pieces with the 'D' command. Beingextremely hungry helps you choke down the raw flesh. Even then, youshould choose your homemade food with great care. In order to dissecta corpse with the 'D' command, you need to have a proper tool (likea knife or short sword). Cutting off the least bad parts will takesome turns and produce a number of 'chunks' eventually. These canthen be eaten with 'e' command as above. Crawl will automaticallyswitch to an uncursed butchering tool when you type 'D', and itwill also switch back to your previous weapon as long as you didn'tget interrupted.
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.
Some classes are less restricted about selfmade food: Trolls canuse their claws, so do not need a cutting device. Also Trolls, Orcs,Ogres, and Kobolds care less (in different degrees) about the qualityof the corpse. Ogres and Trolls are happy to have corpse-snacksanytime. This does not apply to Ogre Mages, as that race separateditself from the brutish traits of their distant relatives.
Scrolls have many different magical spells enscribed on them, some good and somebad. One of the most useful scrolls is the scroll of Identify, which will tellyou the function of any item you have in your inventory; save these up for themore powerful and inscrutable magic items, like rings. You can read scrolls (andby doing so invoke their magic) with the 'r' command.
Scrolls have many different magical spells enscribed on them, somegood and some bad. One of the most useful scrolls is the scroll ofIdentify, which will tell you the function of any item you have inyour inventory; save these up for the more powerful and inscrutablemagic items, like rings. You can read scrolls (and by doing soinvoke their magic) with the 'r' command.
While scrolls tend to affect your equipment or your environment, most potionsaffect your character in some way. The most common type is the simple healingpotion, which restores some hit points and cures many ailments, but there aremany other varieties of potions to be found. Potions can be quaffed (drunk) withthe 'q' command. Try to avoid drinking poisonous potions!By the way, you can also drink from fountains you encounter in the dungeon.
While scrolls tend to affect your equipment or your environment,most potions affect your character in some way. The most commontype is the simple healing potion, which restores some hit pointsand cures many ailments, but there are many other varieties ofpotions to be found. Potions can be quaffed (drunk) with the 'q'command. Try to avoid drinking poisonous potions! By the way, youcan also drink from fountains you encounter in the dungeon.
Sometimes you will be lucky enough to find a stick which contains stored magicalenergies. Wands each have a certain amount of charges, and a wand will cease tofunction when its charges run out. You must identify a wand to find out how manyuses it has left. Wands are aimed in the same way as missile weapons, and youcan invoke the power of a wand by 'z'apping it. There are a number of beneficial
Sometimes you will be lucky enough to find a stick which containsstored magical energies. Wands each have a certain amount of charges,and a wand will cease to function when its charges run out. Youmust identify a wand to find out how many uses it has left. Wandsare aimed in the same way as missile weapons, and you can invokethe power of a wand by 'z'apping it. There are a number of beneficial
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. Usethe 'P' command to put on rings, and remove them by typing 'R'. You can wear upto two rings simultaneously, one on each hand; which hand you put a ring on isimmaterial to its function. If you want to put on a rings while both ringfingers are full, you will be asked which one to remove. Some rings functionautomatically, while others require activation (the 'a' command).
Magical rings are among the most useful of the items you will findin the dungeon, but can also be some of the most hazardous. Theytransfer various magical abilities onto their wearer, but powerfulrings like rings of regeneration or invisibility make you hungervery quickly when they are activated. Use the 'P' command to puton rings, and 'R' to remove them. You can wear up to two ringssimultaneously, one on each hand; which hand you put a ring on isimmaterial to its function. If you try to put on a ring while bothring fingers are full, you will be asked which one to remove. Somerings function automatically, while others require activation (the'a' command).
Amulets are similar to rings, but have a different range of effects (which tendto be more subtle). Amulets are worn around the neck, and you can wear only oneat a time.
Amulets are similar to rings, but have a different range of effects(which tend to be more subtle). Amulets are worn around the neck,and you can wear only one at a time.
There are a number of types of magical staves. Some enhance your generalspellcasting ability, while some greatly increase the power of a certain classof spells (and possibly reduce your effectiveness with others).
There are a number of types of magical staves. Some enhance yourgeneral spellcasting ability, while some greatly increase the powerof a certain class of spells (and possibly reduce your effectivenesswith others).
Some are spell staves (called 'rods' in the game), and hold spells which you cancast without having to memorise them first, and also without consuming food. Youmust wield a rod like a weapon in order to gain from its power, and magicalstaves are as effective as +0 quarterstaves in combat. Rods can be invoked withthe 'E' command while you are wielding them. They have a pool of magical energywhich regenerates rather quickly when you are wielding it (drawing from your own
Some are spell staves (called 'rods' in the game), and hold spellswhich you can cast without having to memorise them first and withoutconsuming food. You must wield a rod like a weapon in order to gainfrom its power, and magical staves are as effective as +0 quarterstavesin combat. Rods can be invoked with the 'E' command while you arewielding them. They have a pool of magical energy which regeneratesrather quickly when you are wielding it (drawing from your own
Most books contain magical spells which your character may be able to learn. Youcan read a book with the 'r' command, which lets you access a description ofeach spell, or memorise spells from it with the 'M' command. Use 'Z' to castpreviously memorised spells. For spells demanding a target, the comments onusing missile weapons apply.
Most books contain magical spells which your character may be ableto learn. You can read a book with the 'r' command, which lets youaccess a description of each spell, or memorise spells from it withthe 'M' command. Use 'Z' to cast previously memorised spells. Forspells demanding a target, the comments on using missile weaponsapply.
Some books have other special effects, and powerful spellbooks have been knownto punish the attentions of incompetent magicians. Occasionally you will findmanuals of some skill. Reading these will cause your free experience to gostraight into that skill.
Some books have other special effects, and powerful spellbooks havebeen known to punish the attentions of incompetent magicians.Occasionally you will find manuals of some skill. Reading thesewill cause your free experience to go straight into that skill.
These are items which don't fall into any other category. You can use many ofthem by wielding and 'E'voking them. You can also use some other special items(such as some weapons) by invoking them in this way. Particular items in thisclass are runes. These have no functions whatsoever, except being keys whichopen the endgame. You have to collect at least three of them.
These are items which don't fall into any other category. You canuse many of them by wielding and 'E'voking them. You can also usesome other special items (such as some weapons) by invoking themin this way. Runes, a particular item in this category, have nofunction whatsoever except to open the endgame. You must collectat least three in order to enter the Realm of Zot.
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 the handsof people of that race.
Some items have been crafted by members of a gifted race, and havespecial properties. In addition, items made by a specific race workbetter in the hands of people of that race.
Orcish (cross)bows are particularly effective with orcish arrows/bolts. Ingeneral, Orcs do better with gear from their own kin.
Orcish (cross)bows are particularly effective with orcish arrows/bolts.In general, Orcs do better with gear from their own kin.
Elven armour is unusually light, and does not affect the dodging or stealth ofits wearer to the extent that other armours do. Elven cloaks and boots areparticularly useful to those who wish to be stealthy, and elven bows areparticularly effective in conjunction with elven arrows.
Elven armour is unusually light, and does not affect the dodgingor stealth of its wearer to the extent that other armours do. Elvencloaks and boots are particularly useful to those who wish to bestealthy, and elven bows are particularly effective in conjunctionwith elven arrows.
Centaurs and Nagas have uniquely shaped bodies. With luck, however, a characterof these species might find a Centaur or Naga barding.
Centaurs and Nagas have uniquely shaped bodies. With luck, however,a character of these species might find a Centaur or Naga barding.
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.
Magical spells are a very important part of surviving in the dungeon.Every character class can make use of magical spells, although thosewho enter the dungeon without magical skills must practise by readingscrolls before they can attempt spellcasting.
There are many skills related to magic, the principal one being Spellcasting.This determines the number of Magic available and higher Spellcasting helps atseveral places when spells are involved. Next there are several general areas(Conjuration, Enchantment, Summoning, Necromancy, Translocation, Transmigration,and Divination) as well as several elemental areas (Fire, Ice, Air, and Earth)and finally, Poison. A particular spell can belong (and thus train) to up tothree areas. Being good in the areas of a spell will improve the casting chanceand in many cases the effect as well.
There are many skills related to magic, the principal one beingSpellcasting. This determines the number of Magic available andhigher Spellcasting helps at several places when spells are involved.Next there are several general areas (Conjuration, Enchantment,Summoning, Necromancy, Translocation, Transmigration, and Divination)as well as several elemental areas (Fire, Ice, Air, and Earth) and,finally, Poison. A particular spell can belong (and thus train) toup to three areas. Being good in the areas of a spell will improvethe casting chance and in many cases the effect as well.Spells are stored in books, which you will occasionally find in thedungeon. You can read books with 'r' to check what spells theycontain; doing so will allow you to read the individual spells'desriptions. In order to try to memorise a certain spell, use the'M' command. Memorising can take a while.
Spells are stored in books, which you will occasionally find in the dungeon. Youcan read books with 'r' to check what spells they contain; furthermore, you canread the individual spells' desriptions. In order to try to memorise a certainspell, use the 'M' command. Memorising can take a while. Each spell has a Level,which denotes the amount of skill required to use it as well as indicating howpowerful it may be. You can only memorise a certain number of levels of spells;type 'M' to find out how many. When you gain experience levels or advance theSpellcasting skill, you can memorise more, and you will need to save up forseveral levels to memorise the more powerful spells. When you cast a spell, youtemporarily expend some of your magical energy as well as becoming hungrier(although more intelligent spellcasters hunger less quickly from using magic).
Each spell has a Level. A spell's level denotes the amount of skillrequired to use it and indicates how powerful it may be. You canonly memorise a certain number of levels of spells; type 'M' tofind out how many. When you gain experience levels or advance theSpellcasting skill, your maximum increases; you will need to saveup for several levels to memorise the more powerful spells. Whenyou cast a spell, you temporarily expend some of your magical energyas well as becoming hungrier (although more intelligent spellcastershunger less quickly from using magic).
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: choose a target with the '+' or '-' keysor just move the cursor there manually and press '.' (or Enter or Space or Del)to fire; or press Shift-direction to shoot straight away in that direction.Press '?' for targeting help or see appendix 4 for a list of all commands.
You activate a memorised spell by pressing 'Z' (for Zap). The spellsavailable are labelled with letters; you are free to change thislabelling with the '=' command. You can assign both lowercase anduppercase letters to spells. Some spells, for example most damagedealing ones, require a target. This is done in the same way asthrowing projectiles: choose a target with the '+' or '-' keys orjust move the cursor there manually and press '.' (or Enter or Spaceor Del) to fire; or press Shift-direction to shoot straight awayin that direction. Press '?' for targeting help or see appendix 4for a list of all commands.
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 as
High level spells are difficult to cast, and you may miscast themevery once in a while (resulting in a waste of magic and possiblydangerous side-effects). Your chance of failing to cast a spellproperly depends on your skills, your intelligence, the level ofthe spell and whether you are wearing heavy armour. Failing tocast a spell exercises your spell skills, but not by as much as
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.
Many of the more powerful spells carry disadvantages or risks; youshould read the spell description (obtained by reading the spellbookin which you found the spell) before casting anything.
There is a completely different way to the use spells: via rods. These aremagical staves holding a number of spells. Rods store a certain number of magicpoints, which are used for powering the spells they contain; when not fullycharged, they regenerate magic points from their holder's pool (this happensmuch more quickly if the rod is wielded.) You can spend scrolls of recharging onrods in order to increase the maximal size of their magical reservoir. Theeffectiveness of your rod's spells are gouverned by your Evocations skill.
There is a completely different way to the use spells: via rods.These are magical staves holding a number of spells. Rods store acertain number of magic points, which are used for powering thespells they contain; when not fully charged, they regenerate magicpoints from their holder's pool (this happens much more quickly ifthe rod is wielded.) You can spend scrolls of recharging on rodsin order to increase the maximal size of their magical reservoir.The effectiveness of your rod's spells are gouverned by yourEvocations skill.
Be careful of magic-using enemies! Some of them can use magic just as well asyou, if not better, and often use it intelligently.
Be careful of magic-using enemies! Some of them can use magic justas well as you, if not better, and often use it intelligently.
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!).
There are a number of Gods, Demons, and other assorted Powers whowill accept your character's worship, and sometimes give out favoursin exchange. You can use the '^' command to check the requirementsof whoever it is that you worship, and if you find religion to bean inconvenience you can always renounce your faith (use the 'a'command - but some Gods resent being scorned!).
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.
The 'p' command lets you pray to your God. Anything you do whilepraying, you do in your God's name - this is how you dedicate yourkills or corpse-sacrifices ('D' command) to your God, for example.Note that not all gods like this. Praying also gives you a senseof what your God thinks of you, and can be used to sacrifice thingsat altars.
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.
To use any powers which your God deems you fit for, access theabilities menu with the 'a' command; God-given abilities are listedas 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.
Some classes start out religious; others have to pray at an altarto dedicate themselves to a life of servitude. There are altarsscattered all over the dungeon, and your character has heard rumoursof a special temple somewhere near the surface. At an altar, youcan read a description of that god's general attitude by pressing'p'. You will be asked afterwards if you really want to attend thiscircle.
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. Some changes to theprimary attributes Strength, Intelligence, and Dexterity (apart from those bylevelling) are also handled as mutations - in particular, these are notnecessarily permanent.
Although it would doubtless be a nice thing if you could remaingenetically pure, there are too many toxic wastes and mutagenicradiations in the Dungeon for that to be possible. If your characteris so affected by these that he or she undergoes physiologicalchange, you can use the 'A' command to see how much of a freakthey've become and the 'a' command to activate any mutations whichcan be controlled. Many mutations are actually beneficial to thecharacters, but there are plenty of nasty ones as well. Many mutationshave three levels, each of which counts as a single mutation. Somechanges to the primary attributes Strength, Intelligence, andDexterity (apart from those by levelling) are also handled asmutations - in particular, these are not necessarily permanent.
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.
particularly Haste (not the kind you get from being berserk) andInvisibility, as your system absorbs too much magical energy - butyou would have to spend almost all of your time hasted or invisibleto be affected. However, some powerful items radiate dangerouslevels of magical energy. More often than not, the mutations causedby magical radiations express harmfully.
Furthermore, certain corpses are mutagenic, and there are traps with mutationeffects. There are some spells invoking mutations.
Furthermore, certain corpses are mutagenic, and there are trapswith mutation effects. There are some spells invoking mutations.
It is much more difficult to get rid of bad mutations. A lucky mutationattempt can actually remove mutations. However, the only sure-fire way is toquaff a potion of cure mutation, which will attept to remove three randommutations.
It is much more difficult to get rid of bad mutations. A luckymutation attempt can actually remove mutations. However, the onlysure-fire way is to quaff a potion of cure mutation, which willattempt to remove three random mutations.
A special case are Demonspawn. 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.
A special case are Demonspawn. Characters of this species get certainspecial powers during their career; these are listed in red. Theyare permanent and can never be removed. If one of your Demonspawnpowers has been augmented by a mutation, it is displayed in a lighterred colour.
Many a race starts with some special intrinsical feats, like the greater speedof Centaurs or Spriggans and the eating habits of Trolls, Ogres, and others.These are often, but not always, like a preset mutation. In case such an innatefeature gets amplified by an ordinary mutation, it is displayed in a light bluecolour.
Many a race starts with some special intrinsic feats, like thegreater speed of Centaurs or Spriggans and the eating habits ofTrolls, Ogres, and others. These are often, but not always, likea preset mutation. In case such an innate feature gets amplifiedby an ordinary mutation, it is displayed in a light blue colour.
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; this also allows forsaving all current key bindings and macros. Alternatively, you can directly editthe macros.txt file. For more information on both and for examples, see thecrawl_macros.txt.
Crawl supports redefining keys via key maps. This is useful whenyour keyboard layout makes some key awkward to use. You can alsodefine macros: these are command sequences which can make playinga great deal more convenient. Note that mapping 'a' to some otherkey will treat almost all pressings of 'a' in that new way (includingdropping and wielding etc.), so is not recommended. Macroing 'a'to some other key will only change the command key 'a'.
Crawl supports a large number of options, which allows for great flexibility inthe interface. They are fully documented in the file crawl_options.txt. Theoptions themselves are set in the file ~/.crawlrc (for UNIX systems - copy overinit.txt to ~/.crawlrc) or init.txt (for Windows).
You can set up key maps and macros in-game with the ~ key; thisalso allows for saving all current key bindings and macros.Alternatively, you can directly edit the macros.txt file. For moreinformation on both and for examples, see crawl_macros.txt.
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.
Crawl supports a large number of options that allow for greatflexibility in the interface. They are fully documented in the filecrawl_options.txt. The options themselves are set in the file~/.crawlrc (for UNIX systems - copy over init.txt to ~/.crawlrc)or init.txt (for Windows).
Generally, Crawl should run swiftly on all machines (it compiles out of the boxfor Linux, Windows, OS/X, and to some lesser extent DOS and Unix). If, for somereason, you find Crawl runs unacceptably slowly on your machine, there are a fewmeasures which may improve the situation:- avoid greedy autoexplore- set the option stash_tracking = explicit- set travel_delay = 0 to avoid screen output
Several interface routines are outsourced to external Lua scripts.The standard distribution has them in the Lua directory. Have alook at the single scripts for short descriptions.
>> 'some reason' could be play over internet in the future (that's why screen>> I/O can become important)>> BTW, akrasiac must be mentioned somewhere in this manual - at least once>> near the start...
Generally, Crawl should run swiftly on all machines (it compilesout of the box for Linux, Windows, OS/X, and to some lesser extentDOS and Unix). If, for some reason, you find Crawl runs unacceptablyslowly on your machine, there are a few measures which may improvethe situation:- avoid greedy autoexplore- set the option stash_tracking = explicit- set travel_delay = 0 to avoid screen output (this mightbe useful if playing on a remote server)
also 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.
also submit bug reports and feature requests there. Be sure to make sure thatyour bug/feature isn't already in the list. For more complicated requests, itmight be a good idea to discuss them in 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.
The history of Crawl is somewhat twisted, as is the case with manyopen-source projects of this size. It started in 1995, when Australianbased Linley Henzell decided to create a game that takes its cuefrom Angband and Nethack but avoids several things annoying him inboth these games. Progress was made rapidly, and Linley producedCrawl versions up to 3.30 in March 1999. During this time all ofthe basic design principles discussed in the next section werealready established. Further work was then carried out by a groupof developers who released 3.40 in February 2000. Of them, BrentRoss emerged as the single maintainer, producing versions until4.0.0.beta26 in 2002. After a long period of silent work, he wenta great step by releasing 4.1.2alpha in August 2005. This versionis generally considered unplayable due to severe balancing issues.It is likewise accepted, however, that 4.1.2 contained many valuableideas for future progress. In the meantime, several patchers appeared,improving Crawl's interface tremendously. Several of them formed anew devteam; after figuring out that rebalancing 4.1.2 threatenedto become an impossible task, they created a new branch. This wascoined Stone Soup for some reason, and is the game this manualdescribes.
It should be mentioned that there have been other Crawl variants over the years,among them Ax-Crawl by... and Tile Crawl by....
It should be mentioned that there have been other Crawl variantsover 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.
The object of your quest in Crawl (the Orb of Zot) was taken fromWizard's Castle, a text adventure written in BASIC.
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. In anutshell, prime mainstays of Crawl development are the following, most of whichare explained in more detail below. Note that almost of all of these date back
You may ponder about the wisdom of certain design decisions ofCrawl. This section tries to explain some of them. It could alsobe of interest if you are used to other roguelikes and want a bitof background on the differences. In a nutshell, prime mainstaysof Crawl development are the following, most of which are explainedin more detail below. Note that almost of all of these date back
One basic design principle is avoidance of grinding (also known as scumming).These are activities that have low risk, take a lot of time, and bring somereward. This is bad for a game's design, because it encourages players to borethemselves. We try to avoid this!
One basic design principle is avoidance of grinding (also known asscumming). These are activities that have low risk, take a lot oftime, and bring some reward. This is bad for a game's design becauseit encourages players to bore themselves. We try to avoid this!
This explains why shops don't buy: otherwise players would hoover the dungeonfor items to sell. Of course, there are gods accepting all kinds of sacrifices(and thus altar hoovering) but there are generally better ways to increase pietythere. Another instance: there's no infinite commodity available: food, monsterand item generation is generally not enough to support infinite play. Notmessing with lighting also falls into this category: there might be a benefit tomood when players have to carry candles/torches, but we don't see any gameplaybenefit as yet. The deep tactical gameplay Crawl aims for necessitates permanentdungeon levels. Many a time characters have to choose between descending orbattling. While carefulness is a virtue in Crawl, as it is in many otherroguelikes, there are strong forces driving characters deeper.
This explains why shops don't buy: otherwise players would hooverthe dungeon for items to sell. Of course, there are gods acceptingall kinds of sacrifices (and thus altar hoovering) but there aregenerally better ways to increase piety there. Another instance:there's no infinite commodity available: food, monster and itemgeneration is generally not enough to support infinite play. Notmessing with lighting also falls into this category: there mightbe a benefit to mood when players have to carry candles/torches,but we don't see any gameplay benefit as yet. The deep tacticalgameplay Crawl aims for necessitates permanent dungeon levels. Manya time characters have to choose between descending or battling.While caution is a virtue in Crawl, as it is in many other roguelikes,there are strong forces driving characters deeper.
Another key feature is clarity: things ought to work in an intuitive way. Whilenot true for everything, Crawl definitelyy is winnable without spoiler access.Concerning important, but hidden details (i.e. facts subject to spoilers) ourpolicy is this: the joy of discovering something spoily is nice, once. (Anddisappears before it can start if you feel you need to/must read spoilers - alegitimate feeling.) The joy of dealing with ever-changing, unexpected, andchallenging strategic and tactical situations that arise out of transparent
Another key feature is clarity: things ought to work in an intuitiveway. Crawl definitely is winnable without spoiler access (unlikesome other games). Concerning important but hidden details (i.e.facts subject to spoilers) our policy is this: the joy of discoveringsomething spoily is nice, once. (And disappears before it can startif you feel you need to/must read spoilers - a legitimate feeling.)The joy of dealing with ever-changing, unexpected, and challengingstrategic and tactical situations that arise out of transparent
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. It can be said that race differentiationis still not finished - what sets the High and Grey Elves really apart?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.
The skills and aptitude system is one factor encouraging strategicplay. It also serves to clearly differentiate the many species,thus providing replayability, in particular since the class/racecombinations are by no means homogeneous in difficulty. Note thata rough idea about aptitudes is definitely enough to win, yet playerscan optimise here, as well. It can be said that race differentiationis still not finished - what sets the High and Grey Elves reallyapart? A weak spot of the current skill system is 'victory dancing',where characters spend experience accumulated in a big battle withstupid actions (like casting Magic Dart at the wall) in order toincrease specific skills.
A very important point in Crawl is steering away from nobrainers. Speaking aboutgames in general, wherever there's a no-brainer, that means the development teamput a lot of effort into providing a "choice" that's really not an interestingchoice at all. And that's a horrible lost opportunity for fun.Examples for this are the resistances: there are very few permanent sources,most involve a choice (like rings or specific armour) or are only semi-permanent(like mutations). Another example is the absence of clearcut best items, whichcomes from the fact that most artifacts are randomly generated. Furthermore,even fixed artifacts cannot be wished for, as scrolls of acquirement producerandom items in general. Likewise, there are no sure-fire means of life saving(the closest equivalent are controlled blinks, and good religious standings forsome deities).
A very important point in Crawl is steering away from nobrainers.Speaking about games in general, wherever there's a no-brainer,that means the development team put a lot of effort into providinga "choice" that's really not an interesting choice at all. Andthat's a horrible lost opportunity for fun. Examples for this arethe resistances: there are very few permanent sources, most involvea choice (like rings or specific armour) or are only semi-permanent(like mutations). Another example is the absence of clearcut bestitems, which comes from the fact that most artifacts are randomlygenerated. Furthermore, even fixed artifacts cannot be wished for,as scrolls of acquirement produce random items in general. Likewise,there are no sure-fire means of life saving (the closest equivalentare controlled blinks, and good religious standings for some deities).
Concerning replayability again, Crawl's dungeon layout was also constructed withthis in mind: even veteran players will find the Hells exciting (whichthemselves are construed such that life endangering situations can always pop up- this tries to avoid the walking tank phenomenon). Another strong point is thereligous system, because Crawl allows you to choose gods in the game, regardlessof class or race (and even to switch to other gods). Likewise, there are manyfundamentally different playing styles to discover (melee oriented fighter,stabber, etc.). There have been even deliberate design choices that allowmeta-styles: For example, Mummies do not need to eat and so are principallysuited for a infinite play. On the precise opposite end, players who prefer tobe rewarded for accepting a more severe "clock" can play Demigods with theirnear-godly stats, or centaurs, with amazing missile skills and the speed to takeadvantage of them. Draconians, on the other hand, reveal their adult form(including aptitudes, and sometimes resistances) only at level 7. These are adeviation from the usual rule that after choosing a race, the complete future ofthat character lies in the hand of the player. Nearly every race in the game"offers" a style of its own like the above! Sadly, however, at present some doso far less than others.
Concerning replayability again, Crawl's dungeon layout was alsoconstructed with this in mind: even veteran players will find theHells exciting (which themselves are construed such that lifeendangering situations can always pop up - this tries to avoid thewalking tank phenomenon). Another strong point is the religoussystem, because Crawl allows you to choose gods in the game,regardless of class or race (and even to switch to other gods).Likewise, there are many fundamentally different playing styles todiscover (melee oriented fighter, stabber, etc.). There have beeneven deliberate design choices that allow meta-styles: For example,Mummies do not need to eat and so are principally suited for ainfinite play. On the precise opposite end, players who prefer tobe rewarded for accepting a more severe "clock" can play Demigodswith their near-godly stats, or centaurs, with amazing missileskills and the speed to take advantage of them. Draconians, on theother hand, reveal their adult form (including aptitudes, andsometimes resistances) only at level 7. These are a deviation fromthe usual rule that after choosing a race, the complete future ofthat character lies in the hand of the player. Nearly every racein the game "offers" a style of its own like the above! Sadly,however, at present some do so far less than others.From time to time a discussion about Crawl's unfair OOD (out ofdepth) monsters turns up, like a dragon on the second dungeon level.These are not bugs! They serve as motivation, first of all: in manycases, such a situation can be survived somehow and the mental bondto the character will then surely grow. OOD monsters also help tokeep more experienced players on their toes. The same can be saidof uniques.
From time to time a discussion about Crawl's unfair OOD (out of depth) monstersturns up, like a dragon on the second dungeon level. These are not bugs! Theyserve as motivation, first of all: in many cases, such a situation can besurvived somehow and the mental bond to the character will then surely grow. OODmonsters also help to keep more experienced players on their toes. The same canbe said of uniques.
Finally, the interface of Crawl is designed to be understood at aglance and to support gameplay as far as possible. In particular,it should make tedious activities (like making notes of importantstashed items, or doing long travels) less tedious. This is howinterlevel travel, autoexplore, the stash tracker, the dump file,inscriptions, and macros got into the game.
Finally, the interface of Crawl is designed to be understood at a glance and tosupport gameplay as far as possible. In particular, it should make tediousactivities (like making notes of important stashed items, or doing long travels)less tedious. This is how interlevel travel, autoexplore, the stash tracker, thedump file, inscriptions, and macros got into the game.
Still, we make a lot of effort to care for new players (who naturallyhave no access to most of these utilities). In particular, allinformation should be clearly available and documented in-game. Wehope to have achieved this at least partially.
Still, we make a lot of effort to care for new players (who naturally have noaccess to most of these utilities). In particular, all information should beclearly available and documented in-game. We hope to have that achieved this, atleast partially.
Humans tend to be hardworking and industrious, and learn new things quickly. Thehuman race is the most versatile of all the species available to players: humanscan be of any class. Humans advance quickly in levels and have equal abilitiesin all skills.
Humans tend to be hardworking and industrious, and learn new thingsquickly. The human race is the most versatile of all the speciesavailable to players: humans can be of any class. Humans advancequickly in levels and have equal abilities in all skills.
There are a number of distinct races of elf. Elves are all physically slight butlong-lived people, quicker-witted than humans but sometimes slower to learn newthings. Elves are especially good at using those skills which require a degreeof finesse, such as stealth, sword-fighting and archery, but tend to be poor atusing brute force and inelegant forms of combat. They find heavy armour to beuncomfortable, and make the finest, lightest armours to be found anywhere. Elvesare particularly good at using elven weapons.
There are a number of distinct races of elf. Elves are all physicallyslight but long-lived people, quicker-witted than humans but sometimesslower to learn new things. Elves are especially good at using thoseskills which require a degree of finesse, such as stealth,sword-fighting and archery, but tend to be poor at using brute forceand inelegant forms of combat. They find heavy armour to beuncomfortable, and make the finest, lightest armours to be foundanywhere. Elves are particularly good at using elven 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).
Due to their fey natures, all elves are good at using enchantmentsand air elemental magic and most are poor at invoking the powersof earth and death (necromancy).
Dwarves are short, hardy people. They love to fight, and often venture forthfrom their subterranean cities to seek fame and fortune through battle. Theirarmour and weapons are very well-crafted and much more durable than the productsof lesser artisans. Dwarves are particularly dangerous when using dwarvenweaponry.
Dwarves are short, hardy people. They love to fight, and oftenventure forth from their subterranean cities to seek fame and fortunethrough battle. Their armour and weapons are very well-crafted andmuch more durable than the products of lesser artisans. Dwarves areparticularly dangerous when using dwarven weaponry.
Halflings, who are named for being about half the size of a human, live in smallvillages. They live simple lives, and have simple interests. Some times aparticularly restless halfling will leave his or her village in search ofadventure.
Halflings, who are named for being about half the size of humans,live in small villages. They live simple lives and have simpleinterests. Sometimes a particularly restless halfling will leavehis or her village in search of adventure.
Halflings 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 levels asrapidly as humans. Halflings cannot wield large weapons.
Halflings are very small and are among the least robust of anycharacter species. Although only average at most fighting skills,they can use short blades well and are good at all forms of missilecombat. They are also very stealthy and good at dodging and stabbing,but are poor at magic (except enchantments and, for some reason,translocations). They advance in levels as rapidly as humans.Halflings cannot wield large weapons.
They are quite small, and share many of their characteristics with halflings(except for the great agility), although they advance slightly more slowly inexperience levels. They are okay at most skills, but excellent at earthelemental magic and very poor at air magic.
They are quite small, and share many characteristics with halflings(except for the great agility), although they advance slightly moreslowly 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 experience levels.
Occasionally they can use their empathy with the earth to sensetheir surroundings; this ability increases in power as they gainexperience levels.
Hill orcs are orcs from the upper world who, jealous of the riches which theircousins the cave orcs possess below the ground, descend in search of plunder andadventure.
Hill orcs are orcs from the upper world who, jealous of the richeswhich their cousins the cave orcs possess below the ground, descendin search of plunder and adventure.
Hill orcs are 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 they areonly fair), although they are not particularly good at using missile weapons.They prefer to use their own weapons. Orcs are poor at using most types of magicwith the exception of conjurations, necromancy, and earth and fire elementalmagic. They advance as quickly as humans.
Hill orcs are as robust as the hill dwarves, but have very lowreserves of magical energy. Their forte is brute-force fighting,and they are skilled at using most hand weapons (with the exceptionof short blades, at which they are only fair), although they arenot particularly good at using missile weapons. They prefer to usetheir own weapons. Orcs are poor at using most types of magic withthe exception of conjurations, necromancy, and earth and fireelemental magic. They advance as quickly as humans.
Kobolds are small, ugly creatures with few redeeming features. They are not thesort of people you would want to spend much time with, unless you happen to be akobold yourself.
Kobolds are small, ugly creatures with few redeeming features. Theyare not the sort of people you would want to spend much time with,unless you happened to be a kobold yourself.
They have poor abilities and have similar aptitudes to halflings, without theexcellent agility. However, they are better than halflings at using some typesof magic, particularly summonings and necromancy. They often live as scavengers,surviving on carrion (which they can eat even when not hungry), but arecarnivorous and can only eat meat. They advance in levels as quickly as humans.
They have poor abilities and have similar aptitudes to halflingswithout the excellent agility. However, they are better than halflingsat using some types of magic, particularly summonings and necromancy.They often live as scavengers, surviving on carrion (which they caneat even when not hungry), but are carnivorous and can only eatmeat. They advance in levels as quickly as humans.
As creatures brought back from beyond the grave they are naturally immune topoisons, negative energy and torment, have little warmth left to be affectedby cold, and are not susceptible to mutations.
As creatures brought back from beyond the grave they are naturallyimmune to poisons, negative energy and torment, have little warmthleft to be affected by cold, and are not susceptible to mutations.
They are reasonably good at most things and advance in experience levels at adecent rate. They are naturally immune to poisons, can see invisible creatures,and have tough skin, but their tails are relatively slow and cannot move themaround as quickly as can other creatures' legs (this only affects their movementrate; all other actions are at normal speed). Their body shape also preventsthem from gaining full protection from most armour. A Naga's biggest forte isstealth: Nagas are very good at moving unnoticed.
They are reasonably good at most things and advance in experiencelevels at a decent rate. They are naturally immune to poisons, cansee invisible creatures, and have tough skin, but their tails arerelatively slow and cannot move them around as quickly as can othercreatures' legs (this only affects their movement rate; all otheractions are at normal speed). Their body shape also prevents themfrom gaining full protection from most armour. A Naga's biggestforte is stealth: Nagas are very good at moving unnoticed.
Every now and then, a naga can spit poison; the range, accuracy and damage ofthis poison increases with the naga's experience level.
Every now and then, a naga can spit poison; the range, accuracy anddamage of this poison increases with the naga's experience level.
Ogres are huge, chunky creatures related to orcs. They are terrible monsters whousually live to do nothing more than smash, smash, smash, and destroy.
Ogres are huge, chunky creatures related to orcs. They are terriblemonsters who 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 only wearloose robes, cloaks and animal skins. Although ogres can eat almost anything,their size means that they need to do so more frequently than smaller folk.
They have great physical strength, but are bad at almost everythingexcept fighting and learn quite slowly. Because of their large sizethey can only wear loose robes, cloaks and animal skins. Althoughogres can eat almost anything, their size means that they need todo so more frequently than smaller folk.
Ogre-mages are a separate race of ogres who are unique among the beefier speciesin their ability to use magic, especially enchantments. Although slighter thantheir common ogre relatives they nevertheless have great strength and cansurvive a lot of punishment. They advance in level as slowly as high elves. Incontrast to their Ogre cousins, Ogre Mages have lost the abilities to digestcorpses when not hungry.
Ogre-mages are a separate race of ogres who are unique among thebeefier species in their ability to use magic, especially enchantments.Although slighter than their common ogre relatives they neverthelesshave great strength and can survive a lot of punishment. They advancein level as slowly as high elves. In contrast to their Ogre cousins,Ogre Mages have lost the ability to digest corpses when not hungry.
Trolls are like ogres, but even nastier. They have thick, knobbly skins of anycolour from putrid green to mucky brown and their mouths are full ofichor-dripping fangs.
Trolls are like ogres, but even nastier. They have thick, knobblyskins of any colour from putrid green to mucky brown and theirmouths are full of ichor-dripping fangs.
They can rip creatures apart with their claws, and regenerate very quickly fromeven the most terrible wounds. They learn very slowly indeed - even more slowlythan high elves - and need a great amount of food to survive.
They can rip creatures apart with their claws, and regenerate veryquickly from even the most terrible wounds. They learn very slowlyindeed - even more slowly than high elves - and need a great amountof food to survive.
Draconians are human-dragon hybrids: humanoid in form and approximatelyhuman-sized, with wings, tails and scaly skins. Draconians start out in animmature form with brown scales, but as they grow in power they take on avariety of colours. This happens at an early stage in their career, and thecolour is determined by chromosomes, not by behaviour.
Draconians are human-dragon hybrids: humanoid in form and approximatelyhuman-sized, with wings, tails and scaly skins. Draconians startout in an immature form with brown scales, but as they grow in powerthey take on a variety of colours. This happens at an early stagein their career, and the colour is determined by chromosomes, notby behaviour.
Some types of draconians have breath weapons or special resistances. Draconiansadvance very slowly in level, but are reasonably good at all skills but armour(most types of which they cannot wear) and missile weapons. Still, each colourhas its own strengths and some have complementary weaknesses, which sometimesrequires a bit of flexibility.
Some types of draconians have breath weapons or special resistances.Draconians advance very slowly in level, but are reasonably goodat all skills but armour (most types of which they cannot wear) andmissile weapons. Still, each colour has its own strengths and somehave complementary weaknesses, which sometimes requires a bit offlexibility on the part of the player.
Green Draconians are used to venomenous surroundings. They are especiallygood in the arts of poison but without deficiencies in other magic realms.
Green Draconians are used to venomous surroundings. They are especiallygood in the arts of poison and without deficiencies in other magic realms.
learning and they also get no breath weapon. But their scales becomeparticularly hard over time, they gain more HP, and they grow a spikedtail, making them particularly fit for battle.
learning, and they get no breath weapon. Their scales, however, becomeparticularly hard over time, they gain more HP than other draconians,and they grow a spiked tail, making them particularly fit for battle.
Mottled Draconians are somewhat in touch with fire, yet not weak at ice. Theirbreath consists of special sticky fire, thus burning the target.
Mottled Draconians are somewhat in touch with fire, yet are not weak withice. Their breath consists of special sticky fire which burns the target.
The Centaurs are another race of hybrid creatures: horses with a human torso.They usually live in forests, surviving by hunting.
The Centaurs are another race of hybrid creatures: horses with ahuman torso. They usually live in forests, surviving by hunting.
Centaurs can move very quickly on their four legs, and are excellent with bowsand other missile weapons; they are also reasonable at the Fighting skill whilebeing slow learners at specific weapon skills. They advance quite slowly inexperience level and are rather sub-average at using magic. Due to their largebulk, they need a little extra food to survive.
Centaurs can move very quickly on their four legs, and are excellentwith bows and other missile weapons; they are also reasonable atthe Fighting skill while being slow learners at specific weaponskills. They advance quite slowly in experience level and are rathersub-average at using magic. Due to their large bulk, they need alittle extra food to survive.
Demigods are mortals (humans, orcs or elves, for example) with some divine orangelic ancestry, however distant; they can be created by a number of processesincluding magical experiments and the time-honoured practice of interplanarmiscegenation.
Demigods are mortals (humans, orcs, or elves, for example) with somedivine or angelic ancestry, however distant; they can be createdby a number of processes including magical experiments and thetime-honoured practice of interplanar miscegenation.
Demigods look more or less like members of their mortal part's race, but haveexcellent attributes (strength, int, dex) and are extremely robust; they canalso draw on great supplies of magical energy. On the downside they advance veryslowly in experience, gain skills slightly less quickly than humans, and due totheir status cannot worship the various Gods and Powers available to otherclasses of being.
Demigods look more or less like members of their mortal part's race,but have excellent attributes (strength, int, dex) and are extremelyrobust; they can also draw on great supplies of magical energy. Onthe downside they advance very slowly in experience, gain skillsslightly less quickly than humans, and due to their status cannotworship the various Gods and Powers available to other classes ofbeing.
They are poor fighters, have little physical resilience, and are terrible atdestructive magic - conjurations, summonings, necromancy and elemental spells.On the other hand, they are excellent at other forms of magic and are very goodat moving silently and quickly. So great is their speed that a spriggan canovertake a centaur.
They are poor fighters, have little physical resilience, and areterrible at destructive magic - conjurations, summonings, necromancyand elemental spells. On the other hand, they are excellent atother forms of magic and are very good at moving silently andquickly. So great is their speed that a spriggan can overtake acentaur.
The minotaur is yet another hybrid - a human body with a bovine head. It delvesinto the Dungeon because of its instinctive love of twisting passageways.
The minotaur is yet another hybrid - a human body with a bovinehead. It delves into the Dungeon because of its instinctive loveof twisting passageways.
Minotaurs are extremely good at all forms of physical combat, but are awful atusing any type of magic. They can wear all armour except for some headgear.
Minotaurs are extremely good at all forms of physical combat, butare awful at using any type of magic. They can wear all armourexcept for some headgear.
Demonspawn are horrible half-mortal, half-infernal creatures - the flip side ofthe 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, scalesor other unusual features. Powerful members of this class of beings also developa range of unholy abilities, which are listed as mutations (and can sometimes beactivated with the 'a' command).
Demonspawn are horrible half-mortal, half-infernal creatures - theflip side of the Demigods. Demonspawn can be created in any numberof ways: magical experiments, breeding, unholy pacts, etc. Althoughmany demonspawn may be indistinguishable from those of pure mortalstock, they often grow horns, scales or other unusual features.Powerful members of this class of beings also develop a range ofunholy abilities, which are listed as mutations (and can sometimesbe activated with the 'a' command).
Demonspawn advance quite slowly in experience and learn most skills at about thesame rate as do Demigods. However, they are a little better at fighting and muchbetter at conjurations, summonings, necromancy and invocations.
Demonspawn advance quite slowly in experience and learn most skillsat about the same rate as do Demigods. However, they are a littlebetter at fighting and much better at conjurations, summonings,necromancy and invocations.
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. Despitetheir lack of wings, powerful kenku can fly and very powerful members of thisrace can stay in the air for as long as they wish to do so.
The Kenku are an ancient and feared race of bird-people with alegendary propensity for violence. Basically humanoid with bird-likeheads and clawed feet, the kenku can wear all types of armour excepthelmets and boots. Despite their lack of wings, powerful kenku canfly and very powerful members of this race can stay in the air foras long as they wish to do so.
They are experts at all forms of fighting, including the magical arts of combat(conjurations, summonings and, to a lesser extent, necromancy). They are good atair and fire elemental magic, but poor at ice and earth magic. Kenku do notappreciate any form of servitude, and so are poor at using invocations. Theirlight avian bodies cannot sustain a great deal of injury.
They are experts at all forms of fighting, including the magicalarts of combat (conjurations, summonings and, to a lesser extent,necromancy). They are good at air and fire elemental magic, butpoor at ice and earth magic. Kenku do not appreciate any form ofservitude, and so are poor at using invocations. Their light avianbodies cannot sustain a great deal of injury.
The Merfolk are a hybrid race of half-human, half-fish that typically live inthe oceans and rivers and seldom come onto the land. The merfolk aren't aslimited on land as some myths suggest, their tails will quickly reform into legsonce they leave the water (and, likewise, their legs will quickly reform into atail should they ever enter water). Their agility is often misjudged, and theytend to be surprising nimble on land as well as in the water. Experts atswimming they need not fear drowning as they can quickly slip out of anyencumbering armour during the transformation into their half-fish form.
The Merfolk are a hybrid race of half-human, half-fish that typicallylive in the oceans and rivers and seldom come onto the land. Themerfolk aren't as limited on land as some myths suggest, their tailswill quickly reform into legs once they leave the water (and,likewise, their legs will quickly reform into a tail should theyever enter water). Their agility is often misjudged, and they tendto be surprising nimble on land as well as in the water. Expertsat swimming, they need not fear drowning as they can quickly slipout of any encumbering armour during the transformation into theirhalf-fish form.
The Merfolk have developed their martial arts strongly on thrusting andgrappling, since those are the most efficient ways to fight underwater. They,therefore, prefer polearms and short swords above all other weapons, althoughthey can also use longer swords quite well.
The Merfolk have developed their martial arts strongly on thrustingand grappling, since those are the most efficient ways to fightunderwater. They therefore prefer polearms and short swords aboveall other weapons, although they can also use longer swords quitewell.
As spellcasters, they tend to be quite good in specific areas. Their mysticalrelationship with water makes it easier for them to use divination, poison, andice magics... which use water occasionally as a material component. Thelegendary water magic of the merfolk was lost in ancient times, but some ofthat affinity still remains. The instability of their own morphogenic matrix hasmade them very accomplished transmuters, but most other magics seem foreign to
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
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.
In your quest, you play as one of a number of different types ofcharacters. Although each has its own strengths and weaknesses,some are definitely easier than others, at least to begin with. Thebest classes for a beginner are probably Gladiators, Fighters, andBerserkers; if you really want to play a magician, try a Conjurer.Each class starts out with a different set of skills and items, butfrom there you can shape them as you will.
Fighters start with a decent weapon, a suit of armour and a shield. They have agood general grounding in the arts of fighting.
Fighters start with a decent weapon, a suit of armour, and a shield.They have a good general grounding in the arts of fighting.
The Gladiator is trained to fight in the ring, and so is an expert in the art offighting but is not so good at anything else. In fact, Gladiators are prettyterrible at anything except bashing monsters with heavy things. They start witha nasty weapon, a small shield, and armour.
The Gladiator is trained to fight in the ring, and so is an expertin the art of fighting but is not so good at anything else. In fact,Gladiators are pretty terrible at anything except bashing monsterswith heavy things. They start with a nasty weapon, a small shield,and armour.
Berserkers are hardy warriors who worship Trog the Wrathful, from whom they getthe power to go berserk (as well as a number of other powers should they proveworthy) but who forbids the use of spell magic. They enter the dungeon with anaxe and a set of leather armour.
Berserkers are hardy warriors who worship Trog the Wrathful, fromwhom they get the power to go berserk (as well as a number of otherpowers should they prove worthy) but who forbids the use of spellmagic. They enter the dungeon with an axe and a set of leatherarmour.
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.
The Hunter is a type of fighter who specialises in missile weapons.A Hunter starts with a bow and some arrows, as well as a huntingknife and a set of leathers.
The Monk is a member of an ascetic order dedicated to the perfection of one'sbody and soul through the discipline of the martial arts. Monks start with verylittle equipment, but can survive without the weighty weapons and spellbooksneeded by other classes.
The Monk is a member of an ascetic order dedicated to the perfectionof one's body and soul through the discipline of the martial arts.Monks start with very little equipment, but can survive without theweighty weapons and spellbooks needed by other classes.
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. Thievesstart with a short sword, some throwing darts, and light armour.
The Thief is one of the trickiest classes to play. Thieves startout with a large variety of useful skills, and need to use all ofthem to survive. Thieves start with a short sword, some throwingdarts, and light armour.
An Assassin is a thief who is especially good at killing. Assassins are likethieves in most respects, but are more dangerous in combat.
An Assassin is a thief who is especially good at killing. Assassinsare like thieves in most respects, but are more dangerous in combat.
The Crusader is a decent fighter who can use the magical art of enchantment tobecome more dangerous in battle. Crusaders start out lightly armed and armoured,but equipped with a book of martial spells.
The Crusader is a decent fighter who can use the magical art ofenchantment to become more dangerous in battle. Crusaders start outlightly armed and armoured, but equipped with a book of martialspells.
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 draw theirabilities from the Demon-God Yredelemnul, and those who study the fearsome artsof necromancy.
The Death Knight is a fighter who aligns him or herself with thepowers of death. There are two types of Death Knights: those whoworship and draw their abilities from the Demon-God Yredelemnul,and those who study the fearsome arts of necromancy.
The Chaos Knight is a fighter who chooses to serve one of the Gods of Chaos.There are two choices: Xom or Makhleb. Xom is a very unpredictable (and possiblypsychotic) entity who rewards or punishes according to whim. Makhleb theDestroyer is a more purposeful God, who appreciates destruction and offers avariety of very violent powers to the faithful.
The Chaos Knight is a fighter who chooses to serve one of the Godsof Chaos. There are two choices: Xom or Makhleb. Xom is a veryunpredictable (and possibly psychotic) entity who rewards or punishesaccording to whim. Makhleb the Destroyer is a more purposeful God,who appreciates destruction and offers a variety of very violentpowers to the faithful.
The Paladin is a servant of the Shining One, and has many of the abilities ofthe Fighter and the Priest. He or she enters the dungeon with a sword, a shield,a robe, and a healing potion.
The Paladin is a servant of the Shining One, and has many of theabilities of the Fighter and the Priest. He or she enters the dungeonwith a sword, a shield, a robe, and a healing potion.
Priests serve either Zin, the ancient and revered God of Law, or the rather lesspleasant Death-God Yredelemnul. Although priests enter the dungeon with a mace(as well as a priestly robe and a few healing potions), this is purely theresult of an archaic tradition the reason for which has been lost in the mistsof time; Priests are not in any way restricted in their choice of weapon skills.
Priests serve either Zin, the ancient and revered God of Law, orthe rather less pleasant Death-God Yredelemnul. Although priestsenter the dungeon with a mace (as well as a priestly robe and a fewhealing potions), this is purely the result of an archaic traditionthe reason for which has been lost in the mists of time; Priestsare not in any way restricted in their choice of weapon skills.
The Healer is a priest of Elyvilon. Healers begin with minor healing powers, butcan gain far greater abilities in the long run.
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, including Wizards,Conjurers, Enchanters, Summoners, Necromancers, various Elementalists, VenomMages, Transmuters and Warpers. A magician is the best at using magic. Magiciansstart with a dagger, a robe, and a book of spells which should see them throughthe first several levels.
Magicians: These are not a class, but a type of class, includingWizards, Conjurers, Enchanters, Summoners, Necromancers, variousElementalists, Venom Mages, Transmuters and Warpers. A magician isthe best at using magic. Magicians start with a dagger, a robe, anda book of spells which should see them through the first severallevels.
A Wizard is a magician who does not specialise in any area of magic. Wizardsstart with a variety of magical skills and the magic dart spell in memory.
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 dartspell in memory.
The Conjurer specialises in the violent and destructive magic of conjurationspells. Like the Wizard, the Conjurer starts with the magic dart spell.
The Conjurer specialises in the violent and destructive magic ofconjuration spells. Like the Wizard, the Conjurer starts with themagic dart 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 with lightlyenchanted weapons and armour, but no direct damage spell (since enchantmentsdoes not deal with direct attacks). Instead they begin with the "confusingtouch" spell and some enchanted darts, which should help them out until theycan use the higher level enchantment spells.
The Enchanter specialises in the more subtle area of enchantmentmagic. Although not as directly powerful as conjurations, high-levelenchantments offer a wide range of very handy effects. The Enchanterbegins with lightly enchanted weapons and armour, but no directdamage spell (since enchantments do not deal with direct attacks).Instead they begin with the "confusing touch" spell and some enchanteddarts, which should help them out until they can use the higherlevel enchantment spells.
The Summoner specialises in calling creatures from this and other worlds togive assistance. Although they can at first summon only very wimpy creatures,the more advanced summoning spells allow summoners to call on such powers aselementals and demons.
The Summoner specialises in calling creatures from this and otherworlds to give assistance. Although they can at first summon onlyvery wimpy creatures, the more advanced summoning spells allowsummoners to call on such powers as elementals and demons.
The 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.
The Necromancer is a magician who specialises in the less pleasantside of magic. Necromantic spells are a varied bunch, but manyinvolve some degree of risk or harm to the caster.
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.
Venom mages specialise in poison magic, which is extremely usefulin the shallower levels of the dungeon where few creatures areimmune to it. Poison is especially effective when used againstinsects.
Wanderers are people who have not learned a specific trade. Instead, they'vetravelled around becoming "Jacks-of-all-trades, master of none". They start thegame with a large assortment of skills and maybe some small items they picked upalong the way, but other than that they're pretty much on their own. Non-humanwanderers might not even know which skills they have (since they haven't quitelearned enough for one full level), and therefore make for an additionalchallenge. You shouldn't expect human wanderers to be easy either, as this classis typically harder to play than the other classes.
Wanderers are people who have not learned a specific trade. Instead,they've travelled around becoming "Jacks-of-all-trades, masters ofnone". They start the game with a large assortment of skills andmaybe some small items they picked up along the way, but other thanthat they're pretty much on their own. Non-human wanderers mightnot even know which skills they have (since they haven't quitelearned enough for one full level), and therefore make for anadditional challenge. You shouldn't expect human wanderers to beeasy either, as this class is typically harder to play than theother classes.
Here is a description of the skills you may have. You can check your currentskills with the 'm' command, and therein toggle between progress display andaptitude display using '!'. You can also read the table of aptitudes from thehelp menu using '?%'.
Here is a description of the skills you may have. You can checkyour current skills with the 'm' command, and therein toggle betweenprogress display and aptitude display using '!'. You can also readthe table of aptitudes from the help menu using '?%'.
Fighting is the basic skill used in hand-to-hand combat, and applies no matterwhich weapon your character is wielding (if any). It is also the skill whichdetermines the number of hit points your character gets as they increase inlevel (note that this is calculated so that you don't get a long run advantageby starting out with a high fighting skill).
Fighting is the basic skill used in hand-to-hand combat, and appliesno matter which weapon your character is wielding (if any). Fighting isalso the skill that determines the number of hit points yourcharacter gets as they increase in level (note that this is calculatedso that you don't get a long run advantage by starting out with ahigh fighting skill).
If you are already good at a weapon, say a long sword, and you practise for awhile with similar weapon such as a short sword, your practise will be speededup (and will require less experience) until both skills are equal. Similar typesof weapons include:
If you are already good at a weapon, say a long sword, and youpractise for a while with similar weapon such as a short sword,your practise will be speeded up (and will require less experience)until both skills are equal. Similar types of weapons include:
Being good at a specific weapon improves the speed with which you can use it byabout 10% every two skill levels. Although lighter weapons are easier to useinitially, as they strike quickly and accurately, heavier weapons increase indamage potential very quickly as you improve your skill with them.
Being good at a specific weapon improves the speed with which youcan use it by about 10% every two skill levels. Although lighterweapons are easier to use initially, as they strike quickly andaccurately, heavier weapons increase in damage potential very quicklyas you improve your skill with them.
Unarmed Combat is a special fighting skill. It allows your character to make apowerful attack when unarmed and also to make special secondary attacks (andincreases the power of those attacks for characters who get them anyway). Youcan practise Unarmed Combat by attacking empty-handed, and it is also exercisedwhen you make a secondary attack (a kick, punch etc). Unarmed combat isparticularly difficult to use in combination with heavy armour or shields or
Unarmed Combat is a special fighting skill. It allows your characterto make a powerful attack when unarmed and also to make specialsecondary attacks (and increases the power of those attacks forcharacters who get them anyway). You can practise Unarmed Combatby attacking empty-handed, and it is also exercised when you makea secondary attack (a kick, punch etc). Unarmed combat is particularlydifficult to use in combination with heavy armour or shields or
Ranged Combat is the basic skill used when throwing or shooting things, andthere are a number of individual weapon skills for missile weapons as well:
Ranged Combat is the basic skill used when throwing or shootingthings, and there are a number of individual weapon skills formissile weapons as well:
Spellcasting is the basic skill for magic use, and affects your reserves ofmagical energy in the same way that Fighting affects your hit points. Every timeyou increase your spellcasting skill you gain some magic points and spelllevels. Spellcasting is a very difficult skill to learn, and requires a largeamount of practice and experience.
Spellcasting is the basic skill for magic use, and affects yourreserves of magical energy in the same way that Fighting affectsyour hit points. Every time you increase your spellcasting skillyou gain some magic points and spell levels. Spellcasting is a verydifficult skill to learn, and requires a large amount of practiceand experience.
Only those characters with at least one magic skill at level one or above canlearn magical spells. If your character has no magic skills, he or she can learnthe basic principles of the hermetic arts by reading and reciting the spellsinscribed on magical scrolls (this stops being useful once you reach level onein Spellcasting).
Only those characters with at least one magic skill at level oneor above can learn magical spells. If your character has no magicskills, he or she can learn the basic principles of the hermeticarts by reading and reciting the spells inscribed on magical scrolls(this stops being useful once you reach level one in Spellcasting).
There are also individual skills for each different type of magic; the higherthe skill, the more powerful the spell. Multidisciplinary spells use an averageof the two or three skills.
There are also individual skills for each different type of magic;the higher the skill, the more powerful the spell. Multidisciplinaryspells use an average of the two or three skills.
Elemental magic is a special case. When you practise an elemental magic skill(fire, ice, air or earth magic) you will improve much less quickly than normalif you already have one or more elemental magic skills higher than the one youare practising. This is especially true if those skills are 'opposed' to the oneyou're practising: fire and ice are mutually opposed, as are earth and air.
Elemental magic is a special case. When you practise an elementalmagic skill (fire, ice, air or earth magic) you will improve muchless quickly than normal if you already have one or more elementalmagic skills higher than the one you are practising. This isespecially true if those skills are 'opposed' to the one you'repractising: fire and ice are mutually opposed, as are earth andair.
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?
Say you have level 2 fire magic, level 4 ice magic, and level 1air magic. Practising ice magic won't be a problem. Practisingair magic will be a bit slow, as you have other elemental skillsat higher levels. Practising fire magic will be very slow, as youhave a higher level in ice magic. Right?
Having a high Armour skill means that you are used to wearing heavy armour,allowing you to move more freely and gain more protection. When you look at anarmour's description with the 'v' command, this will in particularly show youhow cumbersome it is. This is measured by the Evasion modifier. Usually, allarmours with EV penalty of 0, -1, or -2 are considered light. All other areconsidered heavy, except for Elven armoury (which is light). Walking andfighting in heavy armour will train the Armour skill.
Having a high Armour skill means that you are used to wearing heavyarmour, allowing you to move more freely and gain more protection.When you look at an armour's description with the 'v' command, thiswill in particularly show you how cumbersome it is. This is measuredby the Evasion modifier. Usually, all armours with EV penalty of0, -1, or -2 are considered light. All others are considered heavyexcept for Elven armour (which is light). Walking and fighting inheavy armour will train the Armour skill.
When you are wearing light armour, a high dodging skill helps you evade attacks.See the paragraph above on the Armour skill for which armours are light.
When you are wearing light armour, a high dodging skill helps youevade attacks. See the paragraph above on the Armour skill forwhich armours are light.
Helps you avoid being noticed. Try not to wear heavy armour or be encumbered ifyou want to be stealthy. Big creatures (like trolls) are bad at stealth.
Helps you avoid being noticed. Try not to wear heavy armour or beencumbered if you want to be stealthy. Big creatures (like trolls)are bad at stealth.
Lets you make a very powerful first strike against a sleeping/resting monsterwho hasn't noticed you yet. This is most effective with a dagger, slightly lesseffective with a short sword, and less useful (although by no means ofnegligible effect) with any other weapon.
Lets you make a very powerful first strike against a sleeping/restingmonster who hasn't noticed you yet. This is most effective with adagger, slightly less effective with a short sword, and less useful(although by no means of negligible effect) with any other weapon.
Affects your ability to notice hidden traps and doors and to disarm traps whenyou find them. With this skill at a high level you will often find hidden thingswithout actively looking for them. Also whenever you are searching, the coveredarea gets larger with higher Traps & Doors skill. (Without the skill it onlylooks at the adjacent squares.)
Affects your ability to notice hidden traps and doors and to disarmtraps when you find them. With this skill at a high level you willoften find hidden things without actively looking for them.The area covered by a manual search ('s' or '.') gets larger with higherTraps & Doors skill. (Without the skill, you search only the adjacentsquares.)
An easy-to-learn skill which affects your ability to call on your God for aid.Those skilled at invoking have reduced fail rates and produce more powerfuleffects. The Invocations skill affects your supply of magic in a similar way tothe Spellcasting skill and to a greater extent, but the two are not cumulative -whichever gives the greater increase is used. Some Gods (such as Trog) do notrequire followers to learn this skill.
An easy-to-learn skill which affects your ability to call on yourGod for aid. Those skilled at invoking have reduced fail rates andproduce more powerful effects. The Invocations skill affects yoursupply of magic in the same way to the Spellcasting skill and toa greater extent, but the two are not cumulative - whichever givesthe greater increase is used. Some Gods (such as Trog) do not requirefollowers to learn this skill.
This skill lets you use wands much more effectively: both in terms of damage aswell as in terms of precision. Furthermore, with high Evocations, you can easilydeduce the number of charges through usage. Similarly, all other items that havecertain powers (like crystal balls) work better for characters trained in thisskill.
This skill lets you use wands much more effectively both in termsof damage as well as in terms of precision. Furthermore, with highEvocations, you can easily deduce the number of charges in a wandthrough usage. Similarly, all other items that have certain powers(like crystal balls) work better for characters trained in this skill.
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. For a more terse list, use '??' in.game.
Crawl has many commands to be issued by single key strokes. Thiscan become confusing, since there are also several modes; here isthe full list. Some commands are particularly useful in combinationwith certain interface options; such options are mentioned in thelist. For a description of them, please look into crawl_options.txt.For a more terse list, use '??' in.game.
% Show resistances and general character overview, includinghealth, experience, gear, status, mutations, abilities (thelatter three more terse than with the command @, A, a).This is a highly condensed conglomeration of the commands[, (, ", C, ^, @, A, a, usually fitting on one screen.
% Show resistances and general characteroverview, including health, experience,gear, status, mutations, abilities (thelatter three more terse than with thecommand @, A, a). This is a highly condensedconglomeration of the commands [, (, ", C,^, @, A, a, usually fitting on one screen.
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).
When roaming the dungeon, the surroundings mode is activated by'x'. It lets you have a look at items or monsters in line of sight.You may also examine stashed items outside current view using theoptions target_oos=true (if using this, check target_los_first).
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 abbreviations or may be not obvious:
Below the amount of carried gold, the stats area has room for showingthe enchantments which you currently enjoy or have to suffer. Quitegenerally, these are only shown for temporary effects. So a Kenku'snative flying ability is not noted, and neither is the effect of aring of regeneration. Here is a list of these, as some areabbreviations or may not be obvious:
Draconians), which will show "BWpn". Further breaths have towait until this disappears.
Draconians), which will show "BWpn" when used. Further breathshave to wait until this disappears.
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 simplest way is in-game: press the '~' key (this may be a bitawkward on certain keyboard layouts). Then choose a key to assignfor your macro, and enter the command sequence. In some cases, Crawlwill display a funny number. These numbers are the key codes forcertain (non-alpanumeric) keys, and can vary between differentsystems.
- 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.
- All alphanumerical keys. Alphanumerical keys can also be combined withShift or Ctrl keys (note that usually Ctrl-Shift-A is the same thing asCtrl-A). Be careful that you do not redefine important game keys.- All special keys: digits, punctation, etc. These can also be combinedwith Ctrl. Alt may also work. Again, do not redefine vital game commands.
After defining such a macro, you should test it. Saving of all macrosand keymaps is done with the '~' command (use s to save macros at theprompt).
After defining such a macro, you should test it. If you are comfortablewith the macro you have defined, you should then save the macro.To save all macros and keymaps, press '~' and then 's' to savemacros at the tilde prompt).
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.
(You can change where the file is read from and written to by specifying analternate directory on the command line with -macro <dir>.)This file is human readable and editablel you just have to figure out themagic numbers as shown above for F1, Ctrl-A, etc. When using strangekeys as triggers for a macro, you may need to edit macro.txt manually.Note that you can make comments in macro.txt using lines with aleading '#'. In this manner, you can remind yourself which keys thenumbers belong to (on your system).
Keymaps work in exactly the same way. There are three different keymapsactually, one for the main view, one for the level map, and another one
See below for examples of macro definitions.Keymaps work in exactly the same way. There are three different keymaps:one for the main view, one for the level map, and one
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.
Note that you can assign new letters to your spells with '=' so,if you like, you can always have you primary attack spell on a. Youmay want to set the optiontarget_zero_exp = falsewhen using macros like this so that you do not accidentally crystal speara plant.
.TP\fB-scores\fR [N]show highscore list [first N entries].TP\fB-scorefile\fR <file>scorefile name. If used without -scores, converts the scorefile to Crawl'snative format and writes it to stdout (useful to convert logfiles from previousreleases). If the filename is -, reads the scorefile on stdin.