Crawl is a fun game in the grand tradition of similar games like Rogue, Hack and
Moria. The objective is to travel deep into a subterranean cave complex and
retrieve the Orb of Zot, guarded by many horrible and hideous creatures.
If you have never played Crawl (or a similar game) before, select the tutorial
from the starting menu. The tutorial explains the interface in five easy
lessons. Once you're familiar with the controls, you may want to play a few
games using hints mode.
Detailed instructions for playing Crawl follow. To simplify this manual, we
assume you're using the standard distribution and you've not changed the default
options. If you don't want to read the whole manual and prefer a short summary
of the important points, review the quick-start guide file (quickstart.txt) and
learn as you play.
You can also read these documents while playing Crawl by hitting '?' at the help
menu. A list of frequently asked questions about gameplay and design can be
accessed by pressing '?Q' in the game.
While Dungeon Crawl is strictly a single player game, you can interact with
others over a server. Connecting to a server opens several interesting options.
You can:
- watch other players and even communicate with them
- view your past games or those of others
- battle ghosts of other players
- compete using a common score list
- take part in the annual tournament
- play the most recent development version
The relevant webpage, telnet and ssh addresses are:
- akrasiac.org (located in North America)
| http: | http://crawl.akrasiac.org |
| tiles: | http://webtiles.akrasiac.org |
| telnet: | crawl.akrasiac.org:23 |
| ssh: | joshua@crawl.akrasiac.org (ssh key or password joshua) |
- s-z.org (located in North America)
| http: | http://crawl.s-z.org |
| tiles: | http://crawl.s-z.org |
| ssh: | crawl@crawl.s-z.org (ssh key or password crawlingtotheusa) |
- develz.org (located in Europe)
| http: | http://crawl.develz.org |
| telnet: | crawl.develz.org:345 |
| ssh: | crawl@crawl.develz.org (ssh key required) |
An ssh key can be obtained at:
http://crawl.develz.org/cao_key (PuTTY: http://crawl.develz.org/cao_key.ppk)
The servers carry no guarantees, though they are generally always running and no
one has lost their save file yet. :) More information is available at the URLs
above.
There is also a lively IRC channel dedicated to Crawl at ##crawl on freenode.
You can ask for help and there will always be someone to supervise your game and
give hints if you happen to play on a server.
At the Crawl start screen, you will be presented with various game modes, a list
of saved games (if any), and will be prompted to type a name for your character.
You can navigate the game modes and saved games with the cursor 'up' and 'down'
arrow keys.
Game modes are:
- Dungeon Crawl
- Start a standard game of Crawl.
- Tutorial for Dungeon Crawl
- Start one of several specialised tutorials to learn how to play.
- Hints mode for Dungeon Crawl
- Start a standard game of Crawl, modified to provide help as you play.
- Dungeon Sprint
- Start one of several single-map challenge mode games of Crawl.
- Zot Defence
- Start one of several "tower defence"-style games of Crawl.
- Instructions
- View the instructional help text you are currently reading.
- The Arena
- Initiate an automated fight mode between two specified combatant groups.
- High Scores
- View scores for prior games played, sorted by decreasing score.
Pressing 'enter' immediately after typing your name will select standard Dungeon
Crawl mode, and you will be prompted to select a species and background. Names
are unique; entering a name from the saved game list will continue that saved
game. If you select a game mode instead of entering a name, you may eventually
be prompted to enter a name.
You can choose species and background in either order or randomise any
combination if you would rather have the game decide for you. If both are
random, you will be prompted to confirm the chosen combination before the game
starts.
The choice of species affects several important characteristics, in particular
the speed at which you learn different skills. This is very important, and helps
to clearly differentiate the many available species. The following factors are
species-dependent:
Major:
- Your rate of level advancement
- Your rate of skill advancement
- Your initial primary attributes (this also depends on background)
- Various special abilities, powers and limitations
Minor:
- Occasional bonus points added to some primary attributes
- The amount of hit points you get each level
- The amount of magic points you get each level
- Your initial equipment (this also depends on background)
Note
Humans are the average to which all other species are compared.
The choice of character background is definitely less decisive than that of
species in Crawl. Basically, the background determines what the character has
learned prior to entering the dungeon (i.e. the starting skills), and also helps
determine equipment and hit/magic points at start.
You will notice that a different set of backgrounds will be recommended (light
grey) for each species. Although you are free to pick any background with almost
any species (the only restrictions are religious backgrounds where some species
are not permitted to worship certain gods, or backgrounds where the starting
equipment is completely unusable by a given species), looking at the recommended
combinations should give you a rough impression of the weaknesses and strengths
of the different species.
For some backgrounds, you must pick a starting weapon before starting the game.
When you start a new character (or load an old one) and want to get a rough
impression, you may examine it with the following commands:
- A
- shows any peculiarities like unusual speed or eating behaviours
- m
- shows your skills and lets you disable (or focus) training as desired
- i
- the equipment
- ^
- the text for your god, should you have started with a religion
- %
- a general, if terse, overview of your gear and most attributes
- Ctrl-O
- an overview of the part of the dungeon you discovered so far
The stat area to the right of the playing map shows a lot of information. It
starts with the character's name and title (determined by the character's
highest skill), followed by a line listing the species. If the character
worships a god, the name of the deity is also listed in the second line,
together with an indicator of piety. Below these two lines follow a lot of
numbers. These describe different aspects of the hero.
- Health
- A measure of life force. Synonymous with hit points and sometimes abbreviated
as HP. You die if your health drops to zero or less (although you can die in
other ways, too). The main screen shows hit points in a particular format. If
your character's Health is displayed as 'Health: 8/10', Crawl is actually
showing that your character's maximum hit points are 10, while the character
currently has 8. Usually, you regain hit points slowly over time. Pressing '5'
or Shift-Num-5 lets you wait for a longer period. Some very battle-fixated
characters may end up with more than 250 hit points, yet some spellcasters are
known to have finished the game victorious with less than 100.
- Magic
- A measure of magic or other intrinsic power. This is used primarily for
spellcasting, but is sometimes also used for the evoking and invoking of many
other special abilities. 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. It is uncommon to have more than
50 magic points (without using external devices).
Next come your defences. For all of them, more is better.
- Armour Class
- Abbreviated to "AC". When something injures you, your AC reduces the amount of
damage you suffer.
- Evasion
- Abbreviated to "EV". This helps you avoid being hit by unpleasant things (but
will not reduce the amount of damage you suffer if you do get hit).
- Shield
- Abbreviated to "SH". This number is a measure of how good your shield (if any)
is at blocking attacks.
Your hero's primary attributes are Strength, Intelligence and Dexterity:
- Strength
- Abbreviated to "Str". Affects how much stuff you can carry and also your
ability to use heavy armours effectively.
- Intelligence
- Abbreviated to "Int". Affects how well you can cast spells as well as how much
nutrition spellcasting takes. Your ability to use some magical items is also
influenced by your intelligence.
- Dexterity
- Abbreviated to "Dex". Affects your ability to dodge attacks aimed at you, your
general effectiveness with missile weapons, and your ability to use thiefly
skills such as backstabbing and disarming traps.
They grow permanently from gaining levels, and may increase or decrease
temporarily from mutations or using appropriate artefacts or abilities.
If any one of these drops to zero for some reason, you will not die immediately.
But you will experience very unpleasant effects, including death if the
attribute remains at zero or below for very long.
Upon gaining levels 3, 6, 9, etc., you may choose an attribute to raise. Most
species gain additional attributes at some levels, with the frequency and the
attribute to be increased determined by species.
The next numbers shown are Experience and the (dungeon) Level:
- Experience Level
- Abbreviated to "XL". Starting characters have experience level 1; the highest
possible level is 27. Gaining a level nets additional hit and magic points,
and will sometimes grant spell slots or primary attributes (see below).
- Place
- This shows the branch you are currently in, as well as the level within the
branch. The starting branch is called Dungeon, so that the place information
will read "Dungeon:1" for a new character.
There are some additional stats that aren't as important on a turn to turn basis
and thus aren't listed in the main stats area. They can easily be checked with
the '@' or '%' commands, though.
- Magic Resistance
- Affects your ability to resist the effects of enchantments and similar magic
directed at you. Has no effect on direct damage dealt by magic, just on more
subtle effects. Although your magic resistance increases with your level to
an extent determined by your character's species, the creatures you will meet
deeper in the dungeon are better at casting spells, and are more likely to be
able to affect you. You can get a rough idea of your current MR by pressing
'@' or '%'.
- Stealth
- High stealth allows your character to move through the dungeon undetected.
It is affected by your species, dexterity, Stealth skill, and some armours
(many elven pieces of armour boost stealth, while heavy armours hamper it).
Your current Stealth level can also been seen by pressing '@' or '%'.
There are many ailments or enchantments that can temporarily befall you. These
are noted in the stats area below the experience line. Many of them are
self-explanatory, like Pray or Hungry. Many others, however, can be subtle, and
a full list with explanations is given in Appendix 5. List of Enchantments.
Monsters within your field of vision are listed on a special panel, the monster
list. Single monsters also get indicators of their health status in the form of
a coloured box, and also on effects they enjoy or suffer from; additionally, for
those who worship the Shining One, monsters whom it would be unchivalric to
attack have their name and effect status coloured red. Within target mode you
can directly target single monsters by use of the monster list. Use 'Ctrl-L' to
toggle this.
Sometimes characters will be able to use special abilities, e.g. the Naga's
ability to spit poison or the magical power to turn invisible granted by a ring.
These are accessed through the 'a' command.
You can make your character walk around with the numeric keypad (try both
Numlock on and off) or the "Rogue" keys (hjklyubn). If this is too slow, you can
make your character walk repeatedly by pressing Shift and a direction;
alternatively, press '/' followed by a direction. You will walk in that
direction until any of a number of things happen: a hostile monster is visible
on the screen, a message is sent to the message window for any reason, you press
a key, or you are about to step on anything other than normal floor and it is
not your first move of the long walk. Note that this is functionally equivalent
to just pressing the direction key several times.
Another convenient method for moving long distances is described in the section
on Automated Travel and Exploration below.
If you press '5', you rest for 100 turns or until your hit points or magic
return to full, whichever is sooner. You can rest for just one turn by pressing
'.', Delete or 's'.
Resting stops if a monster appears or if you are otherwise interrupted.
The section of the viewing window which is coloured (with the "@" representing
you at the centre) is what you can see around you. The dark grey around it is
the 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 various
dungeon features, and typing 'v' when the cursor is over a monster or feature
brings up a short description of that monster, as well as a short list of its
various strengths, weaknesses, immunities, etc. This is generally useful with
monsters you've never encountered before. You can get a map of the whole level
(which shows where you've already been) by typing 'X'.
You can see the full set of commands available while looking around by pressing
'?', both in the 'x' and 'X' modes.
You can make your way between levels by using staircases, which appear as ">"
(down) and "<" (up), by pressing the '>' or '<' keys. It is important to know
that most monsters adjacent to you will follow when you change levels; this
holds both for hostile and allied monsters. Notable exceptions are zombies (and
other mindless undead, who are too stupid to properly operate stairs) and ghosts
(who feel they belong to their level).
If you ascend an up staircase on level one, you will leave the dungeon forever;
if you are carrying the magical Orb of Zot, you win the game by doing this.
Otherwise, the game ends, and you lose.
Besides the dungeon you start in, Crawl's dungeon has many branches. All of them
are themed and host opponents of some special sort. It is not mandatory to visit
any particular branch, but you must explore some of them: progress to the Realms
of Zot (where the Orb is located) is only possible for adventurers who have at
least three magical runes of Zot. The bottoms of several branches contain such
runes.
Occasionally you will find an archway (displayed as "\" or as an actual arch);
these lead to special places like shops, mythical labyrinths, or Hell. You can
enter it by typing '<' or '>'. A few portals only accept one of '<' and '>'.
Doors can usually be opened by just walking into them (there is an option for
disabling this); else this can also be done using the 'O' command. They can be
closed with the 'C' command. Pressing Ctrl plus a direction, or '*' followed by
a direction, will open/close doors, too.
If there is no door in the indicated space, both Ctrl-direction and
'*'-direction will attempt to attack any monster which may be standing 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 in the target square. If
there is apparently nothing there, you will still attack it, just in case
there's something invisible lurking around.
A variety of dangerous and irritating traps are hidden around the dungeon. Traps
look like normal floor until discovered. Some traps can be disarmed with the
Ctrl-direction commands.
When you visit a shop, you are shown what the shopkeeper has in stock and can
choose what to buy. Unfortunately, the shopkeepers all have an exclusive deal
with the Guild of Dungeon Procurers which prevents them using non-guild labour
to obtain stock, so you can't sell anything in a shop. (But then, what
shopkeeper would buy stolen goods from a disreputable adventurer, anyway?)
You can check your inventory and the items you've identified while you are
shopping, which may help to decide if you really need that expensive item.
To purchase one or more items, select them by pressing the letters of the item
in the shop menu and then press Enter to make the purchase; you can examine
stuff before you buy it by pressing '!' and then the letter of the item.
If you've lost track of the shops in the dungeon, you can get a list of all the
shops you've found in the dungeon overview (use 'Ctrl-O').
You can also use the stash search: Hitting 'Ctrl-F' and searching for "shop"
will list all stores. The stash-search menu allows you travel quickly to a
particular shop; if you just want to know what's in the shop, you can also
examine the shop's inventory from the search menu without having to travel all
the way to the shop.
Some shops are antique stores that sell items of unknown provenance, usually at
a good discount. The dungeon overview screen displays these with yellow glyphs.
If you're short on gold for some particularly interesting commodity, you can
place it onto your shopping list. The game will interrupt you when you have
collected enough gold to finally purchase an item on that list. You can read the
shopping list in the game with '$'.
Crawl has an extensive automated travel system: pressing 'G' (or also 'Ctrl-G')
lets you choose any dungeon level; the game will then take the shortest path to
reach this destination. You can also use autotravel on the level map ('X'): Move
the cursor to the place where you want to go and hit Enter. There are several
shortcuts when choosing destinations: For example, try '<' and '>' to quickly
reach the staircases.
When your autotravel gets interrupted, Crawl will remember the previous
destination. Hitting 'G' or 'Ctrl-G' again and following with Enter puts the
cursor on that square. See Appendix 4. List of Keys and Commands for all
commands and shortcuts in level-map mode, or press 'G?' or 'X?' within the game.
Another use of autotravel is exploration: 'o' makes your character move to the
nearest unexplored area. This can be dangerous - do not use it when known
hostiles are around! Also note that this algorithm does not attempt any
optimisation: By manual exploration you can save turns, but auto-explore will
usually save real time.
If you like the use of automated exploration, take note of the option setting
'explore_greedy = true' (default setting) in the init file. This will cause
Crawl to run to and pick up all items seen which are on the autopickup list. It
also makes the character go to piles of items in order to check their contents.
Since you can only carry 52 items, you will occasionally want to stash things
away (by dropping them with the 'd' command). When you want to search for
something in your stashes, you can do this with the Find command 'Ctrl-F'. The
parser even accepts regular expressions, although you will mostly just need
strings like 'mutation', 'heal wounds', etc. You will be presented with a list
of all places where objects matching the search are (or have been) located; you
can then travel there or examine the pile. The Find command will also search in
shop inventories. Furthermore, you can search skills like 'long blades' (this
will find all weapons training the long blades skill) or general terms like
'shop', 'altar', 'portal', 'artefact', 'dart trap', etc. You can get help on
finding by pressing '?' at the prompt.
Your goal is to locate the Orb of Zot, which is held somewhere deep beneath the
world's surface. The Orb is an ancient and incredibly powerful artefact, and the
legends promise great things for anyone brave enough to extract it from the
fearsome Dungeon. Some say it will grant immortality or even godhood to the one
who carries it into the sunlight; many undead creatures seek it in the hope that
it will restore them to life. But then, some people will believe anything. Good
luck!
To access Crawl's help menu, press '?'. To get the list of all commands, press
'?' again. A different, more verbose description of the commands also appears in
Appendix 4. List of Keys and Commands of this text. Various other help texts
are available as well, including this manual. You can also read the logbook from
there by pressing ':'. Note that several commands have their own help screens,
among them are targetting ('f'), level map ('X'), travel ('G' or 'Ctrl-G') and
searching ('Ctrl-F'); again, press '?' when asked for input.
If you don't like the standard keyset (either because some keys do not work
properly, or because you want to decrease the amount of typing necessary), you
can use keymaps and macros. See macros_guide.txt in the docs/ directory, or read
it from the in-game help menu.
When you kill monsters, you gain experience points (XP). You receive less XP
when friendly creatures took part in killing the monster. When you get enough
XP, you gain an experience level, making your character more powerful. As they
gain levels, characters gain more hit points, magic points, and spell levels.
Additionally, the experience you gain is used to train your skills. These skills
represent proficiency with all areas of endeavour an ambitious adventurer might
need in the dungeons. They range from different weapon skills (both for close
and ranged combat) to many magical skills and several additional activities like
Dodging or Stabbing. See Appendix 3. List of Skills for a detailed
description of all skills present in Crawl. The ease with which a character
learns a skill depends solely on species. These aptitudes are hinted at in the
list of species (see Appendix 1. List of Character Species). For the curious,
the full table can be checked in aptitudes.txt (also from the help screen during
play via '?%'), though it is not necessary to bother with the numbers in order
to win!
You can see your character's skills by pressing the 'm' key; the higher the
level of a skill, the better you are at it. Almost all characters start with a
few skills already trained (which depends essentially on their background),
those which are not present have to be learned from scratch. Each skill can go
up to 27.
The skill screen allows you to change which skills are exercised and at what
speed. Note to new players: it is generally not necessary to finetune the skill
selection.
If you want to modify skill selection, here is how:
There are two ways to assigning skills to practise: one is an automatic mode,
which puts experience points into the skills you have used recently. The other
one is a manual mode, where you specifically select the skills to train. You can
switch between the modes by pressing '/' in the character skill screen ('m');
also be sure to read that screen's help text should you want to tweak your
skillset.
You can elect to either not practise a particular skill or to focus on it by
selecting it once or twice in the skill screen.
Dark grey skills will not be trained, so that the skill will remain static and
no experience points will be used to increase it. As a consequence, more
experience will be spent on your other skills (and thus they will increase more
quickly. Note that you cannot deselect all skills; at least one skill must be
actively exercised.
Highlighted skills are focused on and will train faster than the others. You can
highlight as many skills as you like.
Occasionally you may find a manual of a skill which allows you to make quick
progress in this area. For a while after you read it, experience used to
practise the given skill will have twice the usual effect.
In the caverns of Crawl, you will find a great variety of creatures, most of
which are displayed by capital or small letters of the alphabet. Many of them
would very much like to eat you. To stop them from doing this, you will
generally need to fight them. To attack a monster, stand next to it and move in
its direction; this makes you attack it with your wielded weapon. Of course,
some monsters are just too nasty to beat, and you will find that discretion is
often the better part of valour. Sneaky characters are known to choose
encounters to their liking.
There are several other less dangerous methods you can use to kill monsters.
Hunters and similarly oriented characters will prefer ranged combat to mindless
bashing. When wielding some launcher, the 'f' and 'F' commands will fire
appropriate missiles. See the section on Targetting in the Items Chapter for
more on this. Likewise, many magicians will prefer to use spells from a safe
distance. They can use the 'z' command to cast spells previously memorised.
Again, see the Targetting section.
Some monsters can be friendly; friendly monsters will follow you around and
fight on your behalf (but they gain some of the normal experience points for any
kills they make, so you get less). You can command your allies using the 't'
key, which lets you shout to attract them or tell them who to attack, or else
tell them to stay where they are or to follow you again. You can also shout to
get the attention of all monsters in range if, for some reason, you want to do
that. Your allied monsters may or may not pick up items from the ground - you
can set their behaviour with the 'Ctrl-T' command.
Some special monsters are Uniques. You can identify a unique because he or she
will have a name and personality. Many of these come up with very nasty ideas
how to rid the dungeon of you. Treat them very carefully, particularly if you
meet one of them for the first time.
Other, even rarer, obstacles are statues. A variety of statues can appear,
ranging from harmless granite ones (who still often signify something of
interest) to really dreadful ones. Be alert whenever seeing such a statue.
Some (but not all) statues can be instantly destroyed by using a wand of
disintegration; you can also bash statues into pieces by brute force.
When playing Crawl, you will undoubtedly want to develop a feeling for the
different monster types. For example, some monsters leave edible corpses and
others do not. Likewise, ranged or magic attackers will prove a different
kind of threat from melee fighters. Learn from past deaths and remember which
monsters pose the most problems. If particular monsters are giving you
trouble, try to alter your tactics for future encounters.
In the dungeons of Crawl there are many different kinds of normal and magical
artefacts to be found and used. Some of them are useful, some are nasty, and
some give great power, but at a price. Some items are unique; these have
interesting 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 a different
way. Here is a general list of what you might find in the course of your
adventures, how they are displayed, and what commands there are to use them:
| ) |
weapons |
(use 'w'ield) |
| ( |
missiles |
(use 'f'ire) |
| [ |
armour |
(use 'W'ear and 'T'ake off) |
| % |
food |
(use 'e'at; also 'c'hop up corpses) |
| ? |
scrolls |
(use 'r'ead) |
| ! |
potions |
(use 'q'uaff) |
| / |
wands |
(use 'V' to evoke) |
| = |
rings |
(use 'P'ut on and 'R'emove) |
| " |
amulets |
(use 'P'ut on and 'R'emove) |
| \ or | |
staves, rods |
(use 'w'ield for staves; 'v' for evoking rods) |
| + or : |
spellbooks |
(use 'r'ead and 'M'emorise and 'z'ap) |
| } |
miscellaneous |
(use 'V' for evoking from the inventory) |
| $ |
gold |
(picking it up takes no turns) |
There are several general keys for item management:
- d
- drop item; if you want to drop only some items from a stack (of arrows, for
example), then press 'd' followed by a number and then the item's slot key
- g
- pick up item from the ground (also with the comma key ','); for several items,
press 'g' or ',' twice to get a pickup menu
- =
- reassign item slot (works also for spell slots and abilities)
- i
- shows inventory - pressing the key of an item shows additional information
- {
- inscribe item (see Appendix 6. Inscriptions)
- \
- check list of already discovered items
You pick up items 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 type
a number before the letter of the item, you will drop that quantity of the item
(similarly when picking up). The same works if you want to pick up only part of
a stack and there are several types of items on the square (so that they are
shown in a list). When there is only a single stack of arrows and you want to
pick up only some of them, use the ';' command. Note that picking up items from
one square takes exactly one turn. However, dropping several items at once takes
more turns.
Typing 'i' displays your inventory (what you are carrying). When you are given a
prompt like "Throw [or Wield, Wear, etc] which item?", you usually get a list of
all available options (this behaviour can be changed with the auto_list option).
You can press '*' in case you want to wield something unusual. When the
inventory screen shows "-more-", to show you that there is another page of
items, you can type the letter of the item you want, even if it is not visible,
instead of pressing Space or Enter to see the next page.
You can carry at most 52 items at once, and your total weight is limited by your
carrying capacity. Both of these are printed at the top of the inventory screen.
You can use the adjust command (the '=' key) to change the letters to which your
possessions are assigned. This command can be used to change spell or ability
letters, too.
Some items can be sticky-cursed, in which case they weld themselves to your body
when you use them. Such items usually carry some kind of disadvantage: a weapon
or armour may be damaged or negatively enchanted, while rings can have all
manner of unpleasant effects on you. If you are lucky, you might find magic
which can rid you of these curses.
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 of
their function. However, these characteristics change between each game, so
while in one game every potion of curing may be yellow, in another game they
might all be purple and bubbly. Once you have discovered the function of such an
item, you will remember it for the rest of the current game. You can access your
item discoveries with the '\' key.
In order to get a description of what an item does, bring up the inventory (with
'i') and press the letter of that item. Try this when comparing different types
of armours and weapons, but don't expect too much information from examining
unidentified items.
Another useful command is the '{' key, which lets you inscribe items with a
comment. This is often used to denote special properties of an item, making for
easier navigation of large quantities of artefacts. You can also inscribe items
when looking at your inventory with 'i', simply by pressing the letter of an
item. For more details, and how to automatise this process, check Appendix 6.
Inscriptions.
These are rather important. You will find a variety of weapons in the dungeon,
ranging from small and quick daggers to huge, cumbersome battleaxes and
polearms. Each type of weapon does a different amount of damage, has a different
chance of hitting its target, and takes a different amount of time to swing.
There are several weapon skills (press 'm' to show a list of those that you are
training) like Short Blades, Long Blades, Axes, etc. These skills affect damage,
accuracy, and speed. (The same goes for Unarmed Combat.)
Weapons can be enchanted; when they are identified, they have values which tell
you how much more effective they are than an unenchanted version. The first
number is the enchantment to-hit, which affects the weapon's accuracy, and the
second is its damage enchantment; weapons which are not enchanted are simply
'+0'. Some weapons also have special magical effects which make them very
effective in certain situations. Some types of hand weapons (especially daggers,
spears and hand axes) are quite effective when thrown.
You can wield weapons with the 'w' command, which is a very quick action. If for
some reason you want to go bare-handed, type 'w' followed by a hyphen ('-').
Note that weapons are not the only class of item which is useful to wield.
The ' (apostrophe) key is a shortcut which automatically wields the item in slot
a. If item a is being wielded, ' causes you to wield item b instead, if
possible. Try assigning the letter a to your primary weapon, and b to your bow
or something else you need to wield only sometimes. Note that this is just a
typing shortcut and is not functionally different to wielding these items
normally.
You can press '}' to show your primary (wielded) and secondary (slot b) weapons,
as well as the preferred missiles (to be shot when using 'f' to fire).
If you would rather pick off monsters from a safe distance, you will need
missiles for your sling, bow or other appropriate launcher. Several kinds of
missiles, such as javelins, are effective when simply thrown; other kinds
require you to wield an appropriate device to inflict worthwhile damage. Upon
impact, missiles may become destroyed. The chance for this to occur depends on
the type of missile.
The 'f' command fires or throws a missile, typically chosen from lots suitable
for your weapon. The default lot (your "quiver") is displayed on the main screen
beneath your wielded weapon. The quivered item will always be what Crawl thinks
is most likely to be what you want. Thus it will either be an item you
previously chose and fired (with 'f') or directly quivered (with 'Q'), or the
item in your inventory that ranks highest in fire_order - if there are several
of similar order, the one with the lowest inventory slot is chosen.
See Appendix 6. Inscriptions for inscriptions which let you fine-tune the
list of items to choose from. See also the Missiles section of
options_guide.txt.
The firing interface also allows you to manually select an item to throw with
'i'; but it may not be very effective if you lack the correct launcher. At times
it is sensible to throw weapons like daggers, clubs, spears or hand axes.
Use the '(', ')' to cycle through your quiver without firing, and 'Q' to choose
the quivered item from a list. If you would like to throw something without
inserting it into the quiver use 'F' instead. Note that non-weapon, non-missile
items will never be quivered.
The interface for shooting or throwing things is also used for evoking wands and
casting certain spells, and is described in detail in section I (Targetting).
This is also rather important. Most worn armour improves your Armour Class,
which decreases the amount of damage you take from most types of injury. The
heavier an armour is, the more AC (armour class) it will provide, at the expense
of your EV (evasion) and stealth. Heavier types of armour also hamper your melee
accuracy, making it harder for you to hit monsters. Wearing heavy armour also
increases your chances of miscasting spells, an effect which is only slightly
reduced by your Armour skill. These penalties are smaller if you have a high
Armour skill, but larger if you have insufficient Strength. On the other hand,
body armour will also provide some guaranteed damage reduction against melee
attacks, and heavier armours are better at this.
A shield normally affects neither your AC nor your evasion, but it lets you
attempt to block melee attacks and some ranged attacks aimed at you. Wearing a
shield (especially larger shields) with insufficient Shields skill makes you
less effective in hand combat and hampers your ability to cast spells. Also, you
cannot wield a two-handed weapon while wearing a shield. Shields are more
effective when you're fighting a small number of foes than when you're
surrounded. There are three types: bucklers, shields, and large shields. While
it is possible to use bows or crossbows while wearing a shield, you'll be much
less effective at doing so. Slings can be used with a shield without penalty,
however.
Some magical armours have special powers. These powers are sometimes automatic,
affecting you whenever you wear the armour, and sometimes must 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.
Most armours can be improved by reading the appropriate scroll. Body armour and
bardings can be enchanted up to the base value of AC they provide. Shields can
be enchanted up to +3. Other gear is limited to +2.
Food is extremely important. You can find many different kinds of food in the
dungeon. If you don't eat when you get hungry, you will eventually die of
starvation. Fighting, carrying heavy loads, casting spells, and using some
magical items will make you hungry. When you are starving, you fight less
effectively as well. You can eat food with the 'e' command.
You may wish to dine on the corpses of your casualties (unless you are a
Spriggan, and cannot eat meat, or you are a Mummy, who need not, and cannot, eat
at all). Despite the fact that corpses are represented by the same '%' sign as
food, you can't eat them without first cutting off the more edible pieces with
the 'c' command. Being hungry helps you choke down the raw flesh. Even then, you
should choose your homemade food with great care. Cutting off the best
parts will take some turns and produce a number of 'chunks' eventually. These
can be eaten with the 'e' command as above.
Some species are less fastidious about their food. Orcs, Ogres, Kobolds,
Trolls and Ghouls care less (in different degrees) about the quality of the
corpse. Kobolds, Trolls and Ghouls are happy to eat raw meat at any time.
Vampires are a special case. Members of this species can try to drink blood from
a fresh corpse (use the 'e' command). Once they have reached experience level 6,
they can also bottle potions of blood from corpses. This is done using the
'a'bilities menu.
While scrolls tend to affect your equipment or your environment, most potions
affect your character in some way. The most common type is the simple curing
potion, which restores some hit points and cures many ailments, but there are
many other varieties of potions to be found. Potions can be quaffed (drunk) with
the 'q' command. Try to avoid drinking poisonous potions! By the way, you can
also drink from the fountains you encounter in the dungeon.
Sometimes you will be lucky enough to find a stick which contains stored magical
energies. Wands each have a certain amount of charges, and a wand will cease to
function when its charges run out. You must identify a wand to find out how many
uses it has left. This can be done with a scroll of identify; characters with a
good Evocations skill may also deduce the number of charges simply upon evoking
the wand. Wands are aimed in the same way as missile weapons, and you can
release the power of a wand by evoking it with 'V'. See section I for
targetting. There are also a number of wands that may be useful to aim at
yourself, but it is usually prudent to know what you are evoking before you do
so.
Magical rings are among the most useful of the items you will find in the
dungeon, but can also be some of the most hazardous. Use the 'P' command to
put on rings, and 'R' to remove them. You can wear up to two rings
simultaneously, one on each hand; which hand you put a ring on is immaterial
to its function. If you try to put on a ring while both ring fingers are full,
you will be asked which one to remove. Octopodes are an exception, and may
wear up to eight rings on their tentacles. Some rings function automatically,
while others require activation (the 'a' command).
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.
You can press '"' to quickly check what jewellery you're wearing.
There are a number of types of magical staves. Some enhance your general
spellcasting ability, while some greatly increase the power of a certain class
of spells (and possibly reduce your effectiveness with others). They can even be
used in hand-to-hand combat, although with mediocre effectiveness unless you can
harness their special power, using a combination of the Evocations skill and the
skill specific to the staff's type. Staves which do not enhance a destructive
magic school tend to have no combat powers at all.
Rods ('|') hold one or more spells that you can evoke while wielding the rod,
using the 'v' command. They have a pool of magical energy which regenerates
according to the rod's enchantment (which can be increased using scrolls of
recharging) and your Evocations skill. They're shorter than full-length staves
and thus use the Maces & Flails skill instead of Staves when used as cudgels.
(Depending on your settings, books may also be shown as : symbols.)
Most books contain magical spells which your character may be able to learn. You
can read a book with the 'r' command, which lets you access a description of
each spell, or memorise spells from it with the 'M' command. Use 'z' to cast
previously memorised spells. For spells demanding a target, the comments on
using missile weapons apply. Many spells have a limited range and casting will
be aborted if there are no potential targets within this range. If this case,
neither magic nor time are expended. If, for whatever reason, you want to cast
the spell nonetheless, you can use the 'Z' command.
In addition to picking up new spells, your character may also wish to get rid of
old ones. The most convenient way to do so is by reading a scroll of amnesia,
which will let you pick a scroll to forget. However, should you happen to have a
shortage of such scrolls, you can also forget a spell by tearing out the
relevant pages of a book. Unfortunately, this violent procedure will inevitably
consume the whole book. You can undertake this by 'r'eading a book, then
selecting a spell you already have learnt, and 'F'orget it.
You can also press 'I' to just have a look at all spells memorised. From this
screen, you can read the descriptions of the spells and check various details
about your casting abilities. Note that '=' allows you to change what spells are
assigned to what keys.
Some powerful spellbooks require a certain amount of magical skill to read their
contents.
Occasionally you will find manuals of some skill. Reading these will cause your
experience to have twice the effect as usual when used for training that skill.
These are items which don't fall into any other category. They can be evoked
with 'V', just like wands. Runes, a particular item in this category, have no
function whatsoever except to open the endgame. You must collect at least three
in order to enter the Realm of Zot. Some particularly cocky adventurers brag
about having retrieved ten or even fifteen runes through their strength and
cunning, but most scholars on the subject of Zot agree that such a thing is
probably impossible in the first place, and secondly would be a meaningless
achievement in any regard.
Gold can be used to buy items should you run across shops. (Shops do not buy, by
the way.) There are also a few more esoteric uses for gold. Gold coins do not
have any weight in Crawl.
Whenever you pick up gold, your total wealth is shown as well. Should you want
to have a glance at your finances at some other opportunity, pressing '$' (or
'%') allows you to do so.
Some items have been crafted by members of a gifted species, and have special
properties.
Dwarven weapons and armours are very durable, and do not rust or corrode easily.
All species get a bonus when wearing Dwarven armours at the expense that these
mails make spellcasting slightly more difficult. Dwarves get a larger bonus
without the magical hampering.
In general, Orcs do better with gear from their own kin; this applies to
weapons, as well as to armours.
Elven body armour does not hamper spellcasting as much as other armours of the
same type would. Elven cloaks and boots are particularly useful to those who
wish to be stealthy. An Elf does a bit better when wearing armour or weapons of
his own kind.
Demonspawn receive bonuses when using demonic weapons.
Centaurs and Nagas have uniquely shaped bodies. With luck, however, a character
of these species might find a Centaur or Naga barding.
Weapons, armour, jewellery and spellbooks can be artefacts. These come in two
flavours: randomly created artefacts ('randarts') and predefined ones
('unrandarts'). Artefacts will always carry unusual names, such as "golden
sword" or "shimmering scale mail". Also, artefacts cannot be modified in any
way, including enchantments.
Apart from that, otherwise mundane items can get one special property. These are
called 'ego items', and examples are: boots of running, a weapon of flaming, a
helmet of see invisible, and so on. Note that such items can be modified, and
thus are subject to corrosion and enchanting scrolls.
All ego items are noted with special adjectives but not all items noted in this
way need have a special property (they often have some positive or negative
enchantment, though):
| general: | glowing, runed; |
| metal armours: | shiny; |
| leather armours, animal skins: |
| | dyed; |
| other armours: | embroidered. |
Normal and ego helmets can both have extra decorations ("winged", "plumed",
etc.).
Magical spells are a very important part of surviving in the dungeon. Every
character can make use of magical spells, although those who enter the dungeon
without magical skills must first train at least one magic skill before they
can learn any spells.
There are many skills related to magic, the principal one being Spellcasting.
Spellcasting determines the number of Magic Points available; it also helps in
several respects during the actual casting of spells. Next, there are several
general magical skill areas (Conjuration, Hexes, Charms, Summoning, Necromancy,
Translocation and Transmutation) as well as several elemental areas (Fire, Ice,
Air and Earth) and, finally, Poison. A particular spell can belong to (and thus
train) up to three areas. Being good in the areas of a spell will improve the
casting chance and, in many cases, the effect as well.
Spells are stored in books, which you will occasionally find in the dungeon. You
can read books with 'r' to check what spells they contain; doing so will allow
you to read the individual spells' descriptions. In order to memorise a certain
spell, use the 'M' command.
Each spell has a level. A spell's level denotes the amount of skill required to
use it and indicates how powerful 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 the Spellcasting skill, your maximum increases; you
will need to save up for several levels to memorise the more powerful spells.
When casting a spell, you temporarily expend some of your magical energy and
become hungrier (although high intelligence and Spellcasting help against hunger
from spells). Pressing 'II' (or 'I!') displays the relative hunger costs of your
spells. The hunger cost is approximately proportional to the square of the
number of # marks in this display.
You activate a memorised spell by pressing 'z' (for Zap). Use 'I' to display a
list of all memorised spells without actually casting one. The spells available
are labelled with letters; you are free to change this labelling with the '='
command. You can assign both lowercase and uppercase letters to spells. Some
spells, for example most damage dealing ones, require a target. See the next
section for details on how to target.
Most spells have caps on their effects: no matter how intelligent and proficient
you are, there is a limit to the damage you can achieve with a Magic Dart. In
general, it is a good idea to look at the output of the 'I' and 'II' screens to
get a picture on your casting abilities. This is especially useful if you're
about to change armour or rings.
High level spells are difficult to cast, and you may miscast them every once in
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, your
intelligence, the level of the spell and whether you are wearing heavy armour.
The chance of miscasting a spell is displayed on the spell screen, and coloured
based on potential severity (with yellow representing a moderate chance, and red
representing a severe chance).
Many of the more powerful spells carry disadvantages or risks; you should read
the spell description (obtained by reading the spellbook in which you found the
spell) before casting anything.
There is a completely different way to use spells: via rods. These are magical
staves holding a number of spells. Rods store a certain number of magic points,
which are used for powering the spells they contain; when not fully charged,
they regenerate magic points gradually. You can spend scrolls of recharging on
rods in order to increase the maximal size of their magical reservoir. The
effectiveness of your rod's spells is governed by your Evocations skill.
Be careful of magic-using enemies! Some of them can use magic just as well as
you, if not better, and often use it intelligently.
When throwing something, evoking certain wands, or casting spells, you are asked
for a direction. There are several ways to tell Crawl which monster to target.
(The following list assumes the option setting default_target = true, which is
the default.)
You can press '?' when asked for a direction; this will bring up a help screen.
Otherwise, you use the following commands:
- The cursor will target on the monster which is closest to your position.
Should you have been firing at something previously, with the offender still
being in sight, the cursor will instead rest on the previous target.
- Pressing '+' or '=' moves the cursor to the next monster, going from nearer to
further away. Similarly, '-' cycles backwards.
- Any direction key moves the cursor by one square. Occasionally, it can be
useful to target non-inhabited squares.
- When you are content with your choice of target, press one key of Enter, Del,
or Space to fire at the target. If you press '.', you also fire, but the
spell/missile will stop at the target's square if it misses. This can be
useful to keep friendlies out of the fire, or to make sure your precious
missiles won't end up in deep water.
- You can press Escape if you changed your mind - no turns are deducted.
There are some shortcuts while targetting:
- Typing Shift-direction on your keypad fires straight away in that direction.
- Pressing 'p' or 'f' fires at the previous target (if it is still alive and in
sight). Due to this, most hunters can go a long way by pressing 'ff' to fire
their ammunition at a monster and then keep firing at it with further 'ff'
strokes. At times, it will be useful to switch targets with the '+' or '-'
commands, though.
It is possible to target yourself: obviously beneficial effects like hasting or
healing will actually target the cursor on you, leaving to you only the pressing
of '.', Enter, etc. - except if you want to heal or haste someone else. If you
target yourself while firing something harmful (which can be sensible at times),
you will be asked for confirmation.
Finally, there are some more targetting related commands:
- '(' and ')' allow to change the ammunition. This is useful when you have
several types of appropriate ammunition, say poisoned needles and curare
needles. Your last usage will be remembered. Note that you can use '(' for
changing the quiver ammunition even outside of targetting.
- The ':' key allows you to hide the path of your spell/wand/missile.
There are a number of gods, demons and other assorted powers who will accept
your character's worship, and sometimes give out favours in exchange. You can
use the '^' command to check the requirements of whoever it is that you worship,
and if you find religion to be an inconvenience you can always renounce your
faith (use the 'a' command - but most gods resent being scorned). For most gods,
there is a second page with additional details, press '^!' to access it.
The 'p' command lets you pray to your god, in order to sacrifice items. For
example, blood gods will want you to offer corpses to them by pressing 'p' over
the corpse(s). Praying also gives you a sense of what your god thinks of you.
Some gods have a special conduct at their altars; if so, this is explained in
the '^' and '^!' screens.
To use any powers which your god deems you fit for, access the abilities menu
via the 'a' command; god-given abilities are listed as invocations.
Depending on background, some characters start out religious; others have to
pray at an altar to dedicate themselves to a life of servitude. There are altars
scattered all over the dungeon, and your character has heard rumours of a
special temple somewhere near the surface. At an altar, you can read a
description of that god's general attitude by pressing 'p'. You will be asked
afterward if you really want to attend this circle. If you want to see a list of
the standard gods and which of them is already present with an altar in your
dungeon, press 'Ctrl-O'. You can also learn about standard and obscure gods by
pressing '?/G'.
Note that the good gods will not accept demonic or undead devotees.
If you like to start the game with a religion, choose your background from
Healer, Priest, Berserker, Chaos Knight, Abyssal Knight or Death Knight.
Although it would doubtless be a nice thing if you could remain genetically
pure, there are too many toxic wastes and mutagenic radiations in the Dungeon
for that to be possible. If your character is so affected by these that he or
she undergoes physiological change, you can use the 'A' command to see how much
of a freak they've become and the 'a' command to activate any mutations which
can be controlled. Many mutations are actually beneficial to the characters, but
there are plenty of nasty ones as well. Many mutations have three levels, each
of which counts as a single mutation. Some changes to the primary attributes
Strength, Intelligence and Dexterity (apart from those by leveling) are also
handled as mutations - in particular, these are not permanent.
You can also become mutated by overusing certain powerful enchantments,
particularly Haste (not the kind you get from being berserk) and Invisibility,
as your system absorbs too much magical energy - but you would have to spend
quite a lot of your time hasted or invisible to be affected. However, some
powerful items also radiate dangerous levels of magical energy. More often than
not, the mutations caused by magical radiations express harmfully.
Furthermore, certain corpses are mutagenic, and there are traps with mutation
effects. There are also some spells and potions that cause mutations.
It is much more difficult to get rid of bad mutations than to get one. A lucky
mutation attempt can actually remove mutations. However, the only sure-fire way
is to quaff a potion of cure mutation, which will attempt to remove one or more
random mutations.
Demonspawn are a special case. Characters of this species get certain special
powers during their career; these are listed in magenta. They are permanent and
can never be removed. If one of your Demonspawn powers has been augmented by a
mutation, it is displayed in a lighter colour.
Many a species starts with some special intrinsic feats, like the greater speed
of Centaurs or Spriggans, or the eating habits of Trolls, Kobolds and others.
These are often, but not always, like a preset mutation. In case such an innate
feature gets amplified by an ordinary mutation, it is displayed in a light blue
colour.
- Licence
- See licence.txt for information about Crawl's licensing. Most of the game's
components are licensed under version 2 or later of the GNU General Public
License; those that aren't are under compatible licenses.
- Disclaimer
- This software is provided as is, with absolutely no warranty express or
implied. Use of it is at the sole risk of the user. No liability is accepted
for any damage to the user or to any of the user's possessions.
If you'd like to discuss Crawl, a good place to do so is the official forum:
https://crawl.develz.org/tavern
All topics related to this game usually meet a warm response, including tales of
victories (going under 'YAVP', i.e. 'Yet Another Victory Post'), especially
first victories (YAFVP) as well as sad stories of deceased characters (being
'YAAD' or 'YASD', i.e. 'Yet Another Annoying/Stupid Death').
Many players, especially those on the online servers, also frequent ##crawl on
the freenode IRC network. This IRC channel also contains many bots providing
helpful information or statistics about the game.
Stone Soup's homepage is at:
http://crawl.develz.org
Use this page for direct links to downloads of the most recent version. You can
also submit bug reports there at https://crawl.develz.org/mantis. Be sure to
make sure that your bug isn't already in the list. Feature requests should be
posted on the official forum or the development wiki on crawl.develz.org
instead.
The history of Crawl is somewhat convoluted: Crawl was created in 1995 by Linley
Henzell. Linley based Crawl loosely on Angband and NetHack, but avoided several
annoying aspects of these games, and added a lot of original ideas of his own.
Crawl was a hit, and Linley produced Crawl versions up to 3.30 in March 1999.
Further work was then carried out by a group of developers who released 3.40 in
February 2000. Of them, Brent Ross emerged as the single maintainer, producing
versions until 4.0 beta 26 in 2002. After a long period of silent work, he went
a great step by releasing 4.1.2 alpha in August 2005. This alpha contained a lot
of good ideas, but was nearly unplayable due to balance issues. In the meantime,
several patchers appeared, improving Crawl's interface tremendously. Several of
them formed a new devteam; reasoning that rebalancing 4.1.2 was a very difficult
task, they decided to fork Crawl 4.0 beta 26 and selectively include good ideas
from 4.1.2 and other sources. This fork is Stone Soup, and is the game this
manual describes. Stone Soup's release versions were restarted at 0.1 to avoid
confusion with the existing plethora of Crawl versions.
It should be mentioned that there have been other Crawl variants over the years,
among them Ax-Crawl, Tile Crawl and Dungeon Crawl Alternative.
The object of your quest in Crawl (the Orb of Zot) was taken from Wizard's
Castle, a text adventure written in BASIC.
In a nutshell: This game aims to be a tactical fantasy-themed dungeon crawl. We
strive for strategy being a concern, too, and for exquisite gameplay and
interface. However, don't expect plots or quests.
You may ponder about the wisdom of certain design decisions of Crawl. This
section tries to explain some of them. It could also be of interest if you are
used to other roguelikes and want a bit of background on the differences. Prime
mainstays of Crawl development are the following, most of which are explained in
more detail below. Note that many of these date back to Linley's first versions.
- Major design goals
- challenging and random gameplay, with skill making a real difference
- meaningful decisions (no no-brainers)
- avoidance of grinding (no scumming)
- gameplay supporting painless interface and newbie support
- Minor design goals
- clarity (playability without need for spoilers)
- internal consistency
- replayability (using branches, species, playing styles and gods)
- proper use of out of depth monsters
The notions of balance, or being imbalanced, are extremely vague. Here is our
definition: Crawl is designed to be a challenging game, and is also renowned for
its randomness. However, this does not mean that wins are an arbitrary matter of
luck: the skill of players will have the largest impact. So, yes, there may be
situations where you are doomed - no action could have saved your life. But
then, from the midgame on, most deaths are not of this type: By this stage,
almost all casualties can be traced back to actual mistakes; if not tactical
ones, then of a strategical type, like wrong skilling (too broad or too narrow),
unwise use of resources (too conservative or too liberal), or wrong decisions
about branch/god/gear.
The possibility of unavoidable deaths is a larger topic in computer games.
Ideally, a game like this would be really challenging and have both random
layout and random course of action, yet still be winnable with perfect play.
This goal seems out of reach. Thus, computer games can be soft in the sense that
optimal play ensures a win. Apart from puzzles, though, this means that the game
is solved from the outset; this is where the lack of a human game-master is
obvious. Alternatively, they can be hard in the sense that unavoidable deaths
can occur. We feel that the latter choice provides much more fun in the long
run.
Crawl has a huge number of handmade vaults/maps to tweak the randomness. While
the placement, and often parts of the contents, of such vaults are random as
well, they provide several advantages: vaults offer challenges that are very
hard to get via just random monster and layout generation; they may centre on
some theme, providing additional immersion; finally, they will often contain
some loot, forcing players to decide between safety and greed.
(The next topic can also be filed under balance; see Replayability for what
balance does not mean to us.)
A very important point in Crawl is steering away from no-brainers. Speaking
about games in general, wherever there's a no-brainer, that means the
development team put a lot of effort into providing a "choice" that's really not
an interesting choice at all. And that's a 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 clear-cut best items, which
comes from the fact that most artefacts are randomly generated. Furthermore,
even non-random artefacts 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 equivalents are controlled blinks, and good religious
standings for some deities).
Another 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 some reward. This is bad for a game's design because it encourages players
to bore themselves. Even worse, it may be optimal to do so. We try to avoid
this!
This explains why shops don't buy: otherwise players would hoover the dungeon
for items to sell. Another instance: there's no infinite commodity available:
food, monster and item generation is generally not enough to support infinite
play. Not messing with lighting also falls into this category: there might be a
benefit to mood when players have to carry candles/torches, but we don't see any
gameplay benefit as yet. The deep tactical gameplay Crawl aims for necessitates
permanent dungeon levels. Many a 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.
The interface is radically designed to make gameplay easy - this sounds trivial,
but we mean it. All tedious, but necessary, chores should be automated. Examples
are long-distance travel, exploration and taking notes. Also, we try to cater
for different preferences: both ASCII and tiles are supported; as are vi-keys
and numpad. Documentation is plenty, context-specific and always available
in-game. Finally, we ease getting started via tutorials.
Things ought to work in an intuitive way. Crawl definitely is winnable without
spoiler access. Concerning important but hidden details (i.e. facts subject to
spoilers) our policy is this: the joy of discovering something spoily is nice,
once. (And disappears before it can start if you feel you need to read spoilers
- a legitimate feeling.) The joy of dealing with ever-changing, unexpected and
challenging strategic and tactical situations that arise out of transparent
rules, on the other hand, is nice again and again. That said, we believe that
qualitative feedback is often better than precise numbers.
In concrete terms, we either spell out a gameplay mechanic explicitly (either in
the manual, or by in-game feedback) or leave it to min-maxers if we feel that
the naive approach is good enough.
While there is no plot to speak of, the game should still be set in a consistent
Crawl universe. For example, names of artefacts should fit the mood, vaults
should be sensibly placed and monsters should somehow fit as well. Essentially,
this is about player immersion. As such, it's good to have in mind, but
consistency is always secondary to gameplay. A typical example is player vs.
monster behaviour: while we try to make these identical (or similar), there are
good reasons for keeping them distinct in certain cases.
This is actually quite important, but in some sense just a corollary to the
major design goals. Besides these, there are several other points helping to
make playing Crawl fun over and over again:
- Diversity
- whenever there are choices to the player, be that choice of species, god,
weapon or spell, the various options should be genuinely different. It is no
good to provide dozens of weapons with different names (and perhaps even
numbers) if, in the end, they all play the same.
- Many different species
- This is partly due to the skills and aptitude system. Similarly important are
the built-in starting bonuses/handicaps of species; these often have great
impact on play. To us, balance does not mean that all combinations of
background and species play equally well! Some are much more challenging than
others, and this is fine with us. Each species has at least some backgrounds
playing rather well, though.
- Dungeon layout
- Even veteran players will find the Tomb or the Hells exciting (which are
construed such that life endangering situations can always pop up). These and
other branches may or may not fit a given character's buildup. By the way, we
strongly believe that games are pointless if you can reach the invincible
state.
- Religion
- This addresses new players, as getting to the Temple and choosing a god
becomes the first major task of most games. But religion is also a point in
favour of replayability for experienced players, since the choice of god can
matter as much as species does.
- Playing styles
- Related to, but encompassing, species, background, god are fundamentally
different playing styles like melee oriented fighter, stabber, etc. Deciding
on whether (and when!) to make a transition of style can make or break games.
From time to time a discussion about Crawl's unfair OOD (out of depth) monsters
turns up, like a dragon on the second dungeon level. These are not bugs!
Actually, they are part of the randomness design goal. In this case, they also
serve as additional motivation: in many situations, the OOD monster can be
survived somehow, and the mental bond with the character will then surely grow.
OOD monsters also help to keep players on their toes by making shallow, or
cleared, levels still not trivial. In a similar vein, early trips to the Abyss
are not deficits: there's more than one way out, and successfully escaping is
exciting for anyone.