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dcss:manual:rest [2014-11-07 04:11]
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-<code> 
-++++++++++++++++++++++++++++++++++++++++ 
-Dungeon Crawl Stone Soup manual 
-++++++++++++++++++++++++++++++++++++++++ 
  
-.. contents:: 
-   :depth: 5 
- 
-######################################## 
-Manual 
-######################################## 
- 
-**************************************** 
-A. Overview 
-**************************************** 
- 
-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) (CAO) 
-  :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) (CSZO) 
-  :http: ``http://dobrazupa.org`` 
-  :tiles: ``https://crawl.s-z.org`` 
-  :ssh: ``crawl@crawl.s-z.org (ssh key or password crawlingtotheusa)`` 
- 
-berotato.org (located in North America) (CBRO) 
-  :http: ``http://crawl.berotato.org/crawl/`` 
-  :tiles: ``http://crawl.berotato.org`` 
-  :ssh: ``crawler@crawl.berotato.org (ssh key required)`` 
- 
-develz.org (located in Europe) (CDO) 
-  :http: ``http://crawl.develz.org`` 
-  :telnet: ``crawl.develz.org:345`` 
-  :ssh: ``crawl@crawl.develz.org (ssh key required)`` 
-   
-lantea.net (located in Europe) (CLAN) 
-  :http: ``http://crawl.lantea.net/crawl/`` 
-  :tiles: ``https://crawl.lantea.net:8080`` 
-  :ssh: ``terminal@crawl.lantea.net (ssh key or password terminal)`` 
- 
-An ssh key can be obtained at: 
- 
-  http://crawl.develz.org/cao_key (PuTTY: http://crawl.develz.org/cao_key.ppk) (for CAO, CDO, CLAN) 
-   
-  http://dobrazupa.org/cszo_key (PuTTY: http://dobrazupa.org/cszo_key.ppk) (for CSZO) 
-   
-  http://crawl.berotato.org/crawl/keys/ (PuTTY: cbro_key.ppk, unix: cbro_key) (for CBRO) 
- 
-The servers carry no guarantees, though they are generally always running. More 
-information is available at: http://crawl.develz.org/wordpress/howto 
- 
-There is also a lively IRC channel dedicated to Crawl at ##crawl on irc.freenode.net. 
-You can ask for help and there will always be someone to watch your game and 
-give hints if you happen to play on a server. 
- 
-**************************************** 
-B. Starting screen 
-**************************************** 
- 
-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: 
- 
-- The amount of hit points you get each level 
-- Your rate of skill advancement 
-- Your initial primary attributes (this also depends on background) 
-- Various special abilities, powers and limitations 
- 
-Minor: 
- 
-- Your rate of level advancement 
-- Occasional bonus points added to some primary attributes 
-- The amount of magic points you get each level 
-- Your innate resistance to hostile enchantments 
-- 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 at start. 
- 
-You will notice that a different set of backgrounds will be recommended (white) 
-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 parts of the dungeon you have discovered so far 
- 
-**************************************** 
-C. Attributes and stats 
-**************************************** 
- 
-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 both your current and maximum hit 
-  points. Usually, you regain hit points slowly over time. Pressing '5' or 
-  Shift-Num-5 lets you wait for a longer period. 
- 
-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 difficult 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 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. 
- 
-Dexterity 
-  Abbreviated to "Dex". Significantly affects your ability to dodge attacks aimed 
-  at you, your general effectiveness with shields, your stealth, and your 
-  effectiveness when stabbing unaware enemies. 
-   
-Strength and Dexterity also both increase your effectiveness with melee and ranged 
-weapons. 
- 
-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 experience very 
-unpleasant side-effects, being slowed significantly and taking damage if the 
-stat is drained further, as well as some stat-specific negative effects. These 
-effects will persist for a short while even after the attribute is restored. 
- 
-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 grant spell slots and sometimes primary attributes. 
- 
-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 the encumbrance 
-  of your body armour. 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 Pois 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. 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. 
- 
-**************************************** 
-D. Exploring the dungeon 
-**************************************** 
- 
-Movement 
-======================================== 
- 
-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. 
- 
-Resting 
-======================================== 
- 
-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 
-'.' or 's'. 
- 
-Resting stops if a monster appears or if you are otherwise interrupted. 
- 
-Examining your surroundings 
-======================================== 
- 
-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, and any spells or abilities it has. 
-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. 
- 
-Staircases and Portals 
-======================================== 
- 
-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, a mythical labyrinth, or Hell. You can 
-enter it by typing '<' or '>'. A few portals only accept one of '<' and '>'. 
- 
-Doors and Traps 
-======================================== 
- 
-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 
-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 
-sometimes like normal floor until discovered. Some traps can be disarmed with 
-the Ctrl-direction commands. 
- 
-Shops 
-======================================== 
- 
-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?) 
- 
-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 '$'. 
- 
-Automated Travel and Exploration 
-======================================== 
- 
-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. Note that this algorithm does not attempt any 
-optimisation by default. By manual exploration you can save turns, but auto-explore 
-will usually save real time. 
- 
-Stashes and Searching 
-======================================== 
- 
-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', 'teleport trap', etc. You can get help on 
-finding by pressing '?' at the prompt. 
- 
-The Goal 
-======================================== 
- 
-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! 
- 
-Further Help 
-======================================== 
- 
-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 targeting ('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. 
- 
-**************************************** 
-E. Experience and skills 
-**************************************** 
- 
-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 Stealth. 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. 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 use a higher proportion of available 
-experience. You can highlight as many skills as you like, though obviously if 
-all skills being trained are highlighted there will be no net effect. 
- 
-Occasionally you may find a manual of a skill which allows you to make quick 
-progress in this area. When you are carrying it, experience used to practise the 
-given skill will have twice the usual effect for a while. 
- 
-**************************************** 
-F. Monsters 
-**************************************** 
- 
-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 Targeting 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 Targeting 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. 
- 
-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. 
- 
-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. 
- 
-You can obtain information about a monster by using the 'x' (examine) command, 
-moving the cursor over the monster in question, and pressing 'v' to view the 
-monster's details; or by searching for a monster by name or symbol with '?/m'. 
-The details screen shows: 
- 
-- The monster's name and description. 
-- Bars indicating its: 
-  * AC: armour class; how well it ignores most damage 
-  * EV: evasion; how well it avoids being hit 
-  * MR: magic resistance; how well it resists most Hexes and similar 
-    enchantments. 
-- Its difficulty level, speed (if different from average speed), size, 
-  resistances, and special attacks. 
-- Its spells and special abilities.  Monster spells and abilities are 
-  of five types: 
-  * Special abilities are innate, non-magical effects. 
-  * Magical abilities are innate magical effects.  They are affected 
-    by antimagic. 
-  * Demonic abilities are similar to magical abilities. 
-  * Divine abilities call upon the monster's god for a magical effect. 
-    They are prevented by silence, but not affected by antimagic. 
-  * Spells are cast using memorized magical words.  They are both 
-    prevented by silence and affected by antimagic. 
- 
-**************************************** 
-G. Items 
-**************************************** 
- 
-In the dungeons of Crawl there are many different kinds of normal and magical 
-items 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           (use 'g' to pick up) 
-=======  =============  ================================================ 
- 
-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 ',') 
- 
-= 
-  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 
- 
-Item usage 
-======================================== 
- 
-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. 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 item slot usage is 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. 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 automate 
-this process, check Appendix `6. Inscriptions`_. 
- 
-) Weapons 
-======================================== 
- 
-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 (up to a point). The same goes for Unarmed Combat. 
- 
-Weapons can be enchanted; when you first wield or otherwise identify them, 
-you reveal values which tell you how much more effective they are than an 
-unenchanted version. Weapons which are not enchanted are simply '+0'. Some 
-weapons also have special magical effects which make them very effective 
-against vulnerable enemies. 
- 
-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 sometimes wielding non-weapons can be useful. 
- 
-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. 
- 
-( Missiles 
-======================================== 
- 
-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. The default missile to be fired or 
-thrown (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. 
- 
-Use the '(', ')' to cycle through your quiver without firing, and 'Q' to choose 
-the quivered item from a list. If you would like to choose something to fire 
-without inserting it into the quiver use 'F' instead. 
- 
-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 (Targeting). 
- 
-[ Armour 
-======================================== 
- 
-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 low 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 increases 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. It also 
-lowers your evasion if you do not have sufficient skill, and you obviously 
-cannot wield a two-handed weapon while wearing a shield. Shields are most 
-effective on the first attack on you each turn and become less useful on 
-every one after that. There are three types: bucklers, shields, and large 
-shields. 
- 
-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, +5, or +8, depending on their size. Other gear is limited 
-to +2. 
- 
-% Food and Carrion 
-======================================== 
- 
-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. 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. 
- 
-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. 
- 
-? Magical Scrolls 
-======================================== 
- 
-Scrolls have many different magical spells inscribed on them, some good and some 
-bad. One of the most useful scrolls is the scroll of identify, which will tell 
-you the function of any item you have in your inventory; you might want to save 
-these up for items that are dangerous or wasteful to use when unidentified, such 
-as potions or other scrolls. You can read scrolls (and by doing so invoke their 
-magic) with the 'r' command. 
- 
-! Magical Potions 
-======================================== 
- 
-While scrolls tend to affect your equipment or your environment, 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! 
- 
-/ Wands 
-======================================== 
- 
-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 
-targeting. 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. 
- 
-=" Rings and Amulets 
-======================================== 
- 
-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 different range of effects. 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. 
- 
-\| Staves 
-======================================== 
- 
-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 
-======================================== 
- 
-Rods ('|') hold unique 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. 
- 
-: Books 
-======================================== 
- 
-Most books contain magical spells which your character may be able to learn. You 
-can read a book with the 'r' command, which lets you access 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. Carrying these will cause your 
-experience to have twice the effect as usual when used for training that skill. 
- 
-{ Miscellaneous 
-======================================== 
- 
-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 
-======================================== 
- 
-Gold can be used to buy items should you run across shops. There are also a 
-few more esoteric uses for gold. 
- 
-Artefacts 
-======================================== 
- 
-Weapons, armour, jewellery and spellbooks can be artefacts. These come in two 
-flavours: randomly created artefacts ('randarts') and predefined ones 
-('unrandarts'). Randarts will always carry unusual names, such as "golden 
-bastard sword" or "shimmering scale mail". 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, unlike artefacts, such items can 
-be modified by 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: dyed; 
-:other armours: embroidered. 
- 
-**************************************** 
-H. Spellcasting 
-**************************************** 
- 
-Magical spells are a very important part of surviving in the dungeon. Every 
-character can make use of magical 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 
-allow training of) 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 their own unique 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 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. 
- 
-**************************************** 
-I. Targeting 
-**************************************** 
- 
-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. 
- 
-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 targeting: 
- 
-- 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, the ':' key allows you to hide the path of your spell/wand/missile. 
- 
-**************************************** 
-J. Religion 
-**************************************** 
- 
-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). There is also 
-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 may grant a gift at their altar; 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, Berserker, Chaos Knight, Abyssal Knight, or Death Knight. 
- 
-**************************************** 
-K. Mutations 
-**************************************** 
- 
-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. 
- 
-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 
-mutations as they gain levels; these are listed in cyan. 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. 
- 
-Some mutations are only temporary and will dissipate after slaying more enemies. 
-These are listed in purple on the list of mutations, and marked as temporary. 
- 
-**************************************** 
-L. Licence, contact, history 
-**************************************** 
- 
-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. 
- 
-**************************************** 
-M. Macros, options, performance 
-**************************************** 
- 
-Crawl supports redefining keys via key maps. This is useful when your keyboard 
-layout makes some key awkward to use. You can also define macros: these are 
-command sequences which can make playing a great deal more convenient. Note that 
-mapping 'a' to some other key will treat almost all pressings of 'a' in that 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 ('Ctrl-D' will also 
-work); this also allows for saving all current key bindings and macros. 
-Alternatively, you can directly edit the macro.txt file. For more information on 
-both and for examples, see macros_guide.txt. 
- 
-Crawl supports a large number of options that allow for great flexibility in the 
-interface. They are fully documented in the file options_guide.txt. The options 
-themselves are set in the file ~/.crawlrc (for UNIX systems - copy over init.txt 
-to ~/.crawlrc) or init.txt (for Windows). 
- 
-Several interface routines are outsourced to external Lua scripts. The standard 
-distribution has them in the dat/clua/ directory. Have a look at the single 
-scripts for short descriptions. 
- 
-Generally, Crawl should run swiftly on all machines (it compiles out of the box 
-for Linux, Windows, and, to some lesser extent, OS X and other Unices). If, for 
-some reason, you find Crawl runs unacceptably slowly on your machine, there are 
-a few measures which may improve the situation: 
- 
-  - set travel_delay = -1 to avoid screen redraws during travel (this might be 
-    especially useful if playing on a remote server) 
-  - try playing in console mode rather than tiles 
- 
-**************************************** 
-N. Philosophy (pas de faq) 
-**************************************** 
- 
-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 
- 
-Balance 
-======================================== 
- 
-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.) 
- 
-Crusade against no-brainers 
-======================================== 
- 
-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). 
- 
-Anti-grinding 
-======================================== 
- 
-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. 
- 
-Interface 
-======================================== 
- 
-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. 
- 
-Clarity 
-======================================== 
- 
-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. 
- 
-Consistency 
-======================================== 
- 
-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. 
- 
-Replayability 
-======================================== 
- 
-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 
-  designed 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. 
- 
-Out of the depths 
-======================================== 
- 
-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. 
- 
-######################################## 
-Appendices 
-######################################## 
- 
-**************************************** 
-1. List of character species 
-**************************************** 
- 
-.. note:: Use 'A' to check for which particular peculiarities a species might 
-          have. Also, some species have special abilities which can be accessed 
-          by the 'a' abilities menu. Some also have physical characteristics 
-          which allow them to make extra attacks. 
- 
-Humans 
-  Humans tend to be hardworking and industrious, and learn new things quickly. 
-  The Human species is the most versatile of all the species available to 
-  players. Humans advance quickly in levels and have equal abilities in most 
-  skills. 
-   
-Hill Orcs 
-  Hill Orcs are Orcs from the upper world who, jealous of the riches which their 
-  cousins (the Cave Orcs) possess below the ground, descend in search of plunder 
-  and adventure. 
- 
-  Hill Orcs are as robust as the Minotaurs, yet they have human-like reserves of 
-  magical energy. Their forte is brute-force fighting, and they are skilled at 
-  using most hand weapons (particularly axes, with which they are experts), 
-  though they are not particularly good at using missile weapons. Hill Orcs are 
-  passable users of most types of magic and are particularly skilled with Fire. 
- 
-  Many Orcs feel superior to all other species and beings, and they have formed 
-  a religion around that idea. Only Orcs can worship Beogh, the Orc god. They 
-  can join Beogh whenever an orc priest is in sight. 
- 
-Merfolk 
-  The Merfolk are a hybrid species of half-human, half-fish that typically live 
-  in the oceans and rivers, seldom venturing toward land. However, Merfolk 
-  aren't as limited on land as some myths suggest; their tails will quickly 
-  reform into legs once they leave the water (and, likewise, their legs will 
-  quickly reform into a tail should they ever enter water). Their agility is 
-  often misjudged, and they tend to be surprisingly nimble on land as well as in 
-  the water. Experts at swimming, they need not fear drowning and move very 
-  quickly through water. 
- 
-  The Merfolk have developed their martial arts strongly on thrusting and 
-  grappling, since those are the most efficient ways to fight underwater. They 
-  therefore prefer polearms and short swords above all other weapons, though 
-  they can also use longer swords quite well. 
- 
-  As spellcasters, they tend to be quite good in specific areas. Their mystical 
-  relationship with water makes it easier for them to use poison and ice magic, 
-  which use water occasionally as a material component. The legendary water 
-  magic of the Merfolk was lost in ancient times, but some of that affinity 
-  still remains. The instability of their own morphogenic matrix has made them 
-  very accomplished transmuters, but most other magic seems foreign to them. 
- 
-Halflings 
-  Halflings, who are named for being about half the size of Humans, live in 
-  small villages. They live simple lives and have simple interests. Sometimes a 
-  particularly restless Halfling will leave his or her village in search of 
-  adventure. 
- 
-  Halflings are very small but surprisingly hardy for their size, even having an 
-  innate resistance to mutagenic effects. They can use short blades and shields 
-  very well, are passable with long blades, and excel in ranged combat with 
-  slings. They are also very stealthy and dextrous, but are poor at magic 
-  (except for charms, translocations, and air magic). They advance in levels as 
-  rapidly as Humans. Halflings cannot wield large weapons. 
- 
-Kobolds 
-  Kobolds are small, ugly creatures with few redeeming features. They are not 
-  the sort of people you would want to spend much time with, unless you happened 
-  to be a Kobold yourself. 
- 
-  They tend to be stronger and less agile than Halflings, and are slightly more 
-  talented at using most types of magic, particularly necromancy. They are 
-  competent in combat, especially with short blades, maces or crossbows, and are 
-  also very adept at using magical devices. They often live as scavengers, 
-  surviving on carrion (which they can eat even when not hungry), but are 
-  carnivorous and can only eat meat. Kobolds advance in levels as quickly as 
-  Humans. Like Halflings, Kobolds cannot wield large weapons. 
- 
-Spriggans 
-  Spriggans are small magical creatures distantly related to Elves. They love to 
-  frolic and cast mischievous spells. 
- 
-  They are poor fighters and have little physical resilience, though they are 
-  incredibly skilled at dodging attacks. They are terrible at destructive 
-  magic - conjurations, summonings, necromancy and elemental spells. On the 
-  other hand, they are excellent at other forms of magic, and are very good at 
-  moving silently and quickly. So great is their speed that a Spriggan can 
-  overtake a Centaur. Due to their tiny size, they need very little food. 
-  However, they are herbivorous and cannot eat meat. Their size also makes them 
-  unable to wear most armour. They cannot wield large weapons, and even most 
-  smaller weapons require both hands to be wielded by a Spriggan. 
- 
-Nagas 
-  Nagas are a hybrid species: Human from the waist up with a large snake tail 
-  instead of legs. 
- 
-  They are reasonably good at most things and advance in experience levels at 
-  the same rate as Merfolk. They are naturally resistant to poisons, can see 
-  invisible creatures, and have tough skin, but their tails are relatively slow 
-  and cannot move them around as quickly as can other creatures' legs (this only 
-  affects their movement rate; all other actions are at normal speed). Their 
-  body shape also prevents them from gaining full protection from most armour. A 
-  Naga's biggest forte is stealth: Nagas are very good at moving unnoticed. 
-  Their tails eventually grow strong enough to constrict their foes in combat. 
- 
-  Nagas can spit poison; the range, accuracy and damage of this poison increases 
-  with the Naga's experience level. 
- 
-Centaurs 
-  The Centaurs are another species of hybrid creatures: horses with Human 
-  torsos. They usually live in forests, surviving by hunting. 
- 
-  Centaurs can move very quickly on their four legs, and are excellent with bows 
-  and other missile weapons; they are also reasonable at fighting in general 
-  while being slow learners at specific weapon skills. They advance quite slowly 
-  in experience levels and are rather sub-average at using magic. Due to their 
-  large bulk, they need a little extra food to survive. Like Nagas, they receive 
-  inferior protection from the armour they wear. 
- 
-Ogres 
-  Ogres are huge, chunky creatures who typically are strong rather than smart, 
-  and not nimble at all. Their size also makes them hunger more than smaller 
-  folk. Ogres mature almost as quickly as Humans. 
- 
-  Their preferred methods of avoiding beatings are dodging and the use of 
-  shields. Many Ogres find it natural to wield some large and blunt weapon. 
-  (Countless lethal incidents have taught them to leave most edged weapons be.) 
-  While all sophisticated forms of missile combat are too awkward for them, they 
-  are good at throwing things, in particular boulders. 
- 
-  Contrary to expectations, Ogres are not reduced to mindless brutes. They 
-  possess a raw talent for witchcraft, letting them pick up the basics of 
-  spellcasting at an amazing speed. However, the more arcane schools of magic 
-  are foreign to them and are only learned at poor rates. 
- 
-Trolls 
-  Trolls are like Ogres, but even nastier. They have thick, knobbly skins of any 
-  colour from putrid green to mucky brown, which are covered in patches of thick 
-  fur, and their mouths are full of ichor-dripping fangs. 
- 
-  They can rip creatures apart with their claws, and regenerate very quickly 
-  from even the most terrible wounds. They learn slowly indeed - as slowly as 
-  High Elves - and need a great amount of food to survive. 
- 
-Minotaurs 
-  The Minotaurs are yet another species of hybrids - Human bodies with bovine 
-  heads. They delve into the Dungeon because of their instinctive love of 
-  twisting passageways. 
- 
-  Minotaurs are extremely good at all forms of physical combat, but are awful at 
-  using any type of magic. They can wear all armour except for some headgear. 
-  When in close combat, Minotaurs tend to reflexively headbutt those who dare 
-  attack them. 
- 
-Tengu 
-  The Tengu are an ancient and feared species of bird-people with a legendary 
-  propensity for violence. Basically humanoid with bird-like heads and clawed 
-  feet, the Tengu can wear all types of armour except helmets and boots. Despite 
-  their lack of wings, powerful Tengu can fly magically, and very powerful 
-  members of this species can stay in the air indefinitely. Their movement speed 
-  and evasion are increased slightly while flying. 
- 
-  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 at air and fire elemental magic, but poor at ice and earth magic. 
-  Tengu do not appreciate any form of servitude, and so are poor at using 
-  invocations. Their light avian bodies cannot sustain a great deal of injury. 
- 
-Demigods 
-  Demigods are mortals with some divine or angelic ancestry, however distant; 
-  they can be created by a number of processes, including magical experiments 
-  and the time-honoured practice of interplanar miscegenation. 
- 
-  Demigods look more or less like members of their mortal part's species, but 
-  have excellent attributes (Str, Int, Dex) and are extremely robust; they can 
-  also draw on great supplies of magical energy. On the downside, they advance 
-  more slowly in experience than any other race, gain skills slightly less 
-  quickly than Humans and, due to their status, cannot worship the various gods 
-  and powers available to other classes of being. 
- 
-Demonspawn 
-  Demonspawn are horrible half-mortal, half-infernal creatures - the flip side 
-  of the Demigods. Demonspawn can be created in any number of ways: magical 
-  experiments, breeding, unholy pacts, etc. Although many Demonspawn may 
-  initially be indistinguishable from those of pure mortal stock, they will 
-  inevitably grow horns, scales or other unusual features. Powerful members of 
-  this class of beings also develop a range of unholy abilities, which are 
-  listed as mutations. 
- 
-  Demonspawn advance slowly in experience and learn most skills at about the 
-  same rate as do Demigods. However, they are a little better at fighting 
-  and conjurations and much better at necromancy and invocations. Note that 
-  unlike Demigods, they can take on gods, although not all will accept them. 
- 
-Deep Dwarves 
-  Deep Dwarves are short, hardy people who, unlike their extinct surface 
-  relatives, never left the underground homelands. Living there for countless 
-  generations made them turn pale and lose all ability to regenerate on their 
-  own (nor are they receptive to any effects which merely hasten regeneration), 
-  as well as all ability to recover from losses to their primary attributes over 
-  time. On the other hand, Deep Dwarves have developed the ability to instantly 
-  counteract small doses of damage. Their empathy with the earth makes them 
-  sense their surroundings; this ability increases in power as they gain 
-  experience levels. 
- 
-  Given their lack of innate healing, few Deep Dwarves venture out for 
-  adventures or even combat. Those who do bring a wand of heal wounds, or rely 
-  on divine assistance. 
- 
-  Naturally, Deep Dwarves are quite adept with all arts of avoiding blows and 
-  damage. Offensively, they are skilled users of axes, crossbows, and slings. 
-  Deep Dwarves are highly spiritual beings, often portrayed as actual spirits 
-  by outsiders; because of this, their skill with invocations is great. They 
-  are most at home with the magic of earth and death, eventually gaining some 
-  resistance to the dark powers of necromancy. 
- 
-  Deep Dwarves can tinker with wands so as to recharge them. However, each time 
-  they do so, they lose a bit of their magical essence. 
- 
-Felids 
-  Felids are a breed of cats that have been granted sentience. Originally they 
-  were witches' familiars that were magically augmented to provide help for 
-  their masters' rituals, yet many have abandoned, outlived, or, in at least one 
-  case, eviscerated their former masters and gone out into the world. 
- 
-  While fully capable of using speech and most forms of magic, Felids are at a 
-  serious disadvantage due to their inability to use armour or weapons. Like all 
-  cats, Felids are incapable of thriving on vegetable food, and need meat to 
-  survive. 
- 
-  Their agility and stealth are legendary, as is their ability to get to hard to 
-  reach places. They move faster than most races, but don't run as fast as 
-  Centaurs or Spriggans. Felids advance in levels very slowly. They are skilled 
-  with many forms of magic, though less so with raw elemental magic. 
- 
-  Felids gain extra lives as they increase in levels. Upon death, they will be 
-  resurrected in a safe place, losing an experience level in the process. 
- 
-Octopodes 
-  These land-capable relatives of common octopuses can move about as fast as 
-  humans and yet retain the ability to swim underwater, although their dual 
-  adaptation is not as good as that of the shapechanging merfolk. 
- 
-  Octopodes have eight tentacle-shaped legs, and need four of them to move. 
-  While a tentacle lacks fingers, two tentacles are a rough equivalent of a 
-  human's arm where item manipulation is concerned - including wielding 
-  two-handed weapons with four. They can use no armour other than loose hats, 
-  but can handle shields just fine. Another peculiarity they have is the ability 
-  to wear eight rings, one on each tentacle. 
- 
-  Their natural camouflage makes them excel at stealth, and they have good 
-  knowledge of poisons as well. They are also able to use their tentacles to 
-  constrict enemies - potentially several at a time! 
- 
-Gargoyles 
-  A cross between ordinary stone gargoyles and living beings, Gargoyles are 
-  hideous humanoids with an affinity to rock. They have low health, but large 
-  amounts of innate armour which increases further as they gain levels. They 
-  eventually gain the ability to fly continuously. 
- 
-  Gargoyles' partially living form grants them immunity to poison, as well as 
-  resistance to electricity, and protection from some effects of necromancy. 
-  Their natural armour makes them strong melee fighters, and they are naturally 
-  skilled with blunt weapons and in unarmed combat. They can also be exceptional 
-  earth-based conjurers. 
-   
-Formicids 
-  The Formicids are a species of humanoid ants. Just like their tiny insect 
-  ancestors, the Formicids are well adept at earth work, both on the physical 
-  and magical sides. Their abilities have been used to tunnel immense underground 
-  communities and structures, many of which are tens of thousands of years old. 
- 
-  Perhaps unfortunately, their strong ties to to earth have left them completely 
-  impervious to being teleported or hasted; Formicids are tied to the earth with 
-  a complete sense of stasis. While this is a seemingly bad property for a 
-  dungeon adventurer, stasis has the beneficial effect of preventing many types 
-  of nasty hexes and maledictions. 
- 
-  With the ability to lift ten times their own weight, the Formicids have 
-  strength rivaling that of ogres. This, along with the fact that they have four 
-  arms, allows Formicid warriors to equip both a shield and a two-handed weapon 
-  at the same time. 
- 
-  Formicids make good earth and venom mages, but are quite capable at both melee 
-  and ranged combat too. They are naturally bad at air magic and conjurations. 
-   
-Vine Stalkers 
-  Limber in shape, Vine Stalkers are anthropomorphic masses of thick vines. 
-  They possess a once-humanoid core, parasitised moments before death by the 
-  magical vines. Lacking any other discernible features, their faces are 
-  dominated by their disproportionate, vicious maw with which they disrupt and 
-  devour the magical energies of their foes. 
- 
-  Magic courses freely through their bodies, and any damage they take is split 
-  between their health and magical reserves. They also physically regenerate 
-  at an alarming rate. However these traits come at a price: the dual nature of 
-  their bodies makes them frail to the extreme and they cannot benefit from 
-  potions or wands to heal their wounds. 
- 
-  Living examples of adaptation, Vine Stalkers level up quickly and lend well 
-  to an all-out offensive style; trusting their stealth to choose their prey 
-  and then their regenerating capabilities to power through the wounds they may 
-  sustain in battle. Many members of the species however, are seen wielding 
-  magic quite competently and then switching to a hybrid style when their 
-  reserves start to run low, thus replenishing their shroud of magic and their 
-  spells' fuel with each voracious bite. 
- 
-Elves 
-======================================== 
- 
-There are a number of distinct species of Elf. Elves are all physically slight 
-but long-lived people, quicker-witted than Humans, but sometimes slower to learn 
-new things. Elves are especially good at using those skills which require a 
-degree of finesse, such as stealth, sword-fighting and archery, but tend to be 
-poor at using brute force and inelegant forms of combat. They find heavy armour 
-to be uncomfortable. 
- 
-Due to their fey natures, all Elves are good at using magic in general and 
-elemental magic in particular, while their affinity for other types of magic 
-varies among the different sub-species. 
- 
-High Elves 
-  This is a tall and powerful Elven species who advance in levels slowly, 
-  requiring half again as much experience as Humans. They have good intelligence 
-  and dexterity, but suffer in strength. Compared with Humans, they have fewer 
-  HP but more magic. Among all races, they are best with blades and bows. They 
-  are not very good with necromancy or with earth or poison magic, but are 
-  highly skilled with most other forms of magic, especially Air and Charms. 
- 
-Deep Elves 
-  This is an Elven species who long ago fled the overworld to live in darkness 
-  underground. There, they developed their mental powers, evolving a natural 
-  gift for all forms of magic (including necromancy and earth magic), and 
-  adapted physically to their new environment, becoming shorter and weaker than 
-  High Elves and losing all colouration. They are poor at hand-to-hand combat, 
-  but excellent at fighting from a distance. They advance in levels at the same 
-  speed as High Elves. 
- 
-The Undead 
-======================================== 
- 
-As creatures brought back from beyond the grave, the undead are naturally immune 
-to poisons, negative energy and torment; have little warmth left to be affected 
-by cold; and are not susceptible to mutations. 
- 
-There are three types of undead available to players: Mummies, Ghouls and 
-Vampires. 
- 
-Mummies 
-  These are undead creatures who travel into the depths in search of revenge, 
-  redemption, or just because they want to. 
- 
-  Mummies progress slowly in levels, half again as slowly as Humans in all 
-  skills except fighting, spellcasting and necromancy. As they increase in 
-  levels, they become increasingly in touch with the powers of death, but cannot 
-  use some types of necromancy which only affect living creatures. The side 
-  effects of necromantic magic tend to be relatively harmless to Mummies. 
-  However, their desiccated bodies are highly flammable. They also do not need 
-  to eat or drink and, in any case, are incapable of doing so. 
- 
-Ghouls 
-  Ghouls are horrible undead creatures, slowly rotting away. Although Ghouls can 
-  sleep in their graves for years on end, when they rise to walk among the 
-  living, they must eat flesh to survive. Raw flesh is preferred, and Ghouls 
-  heal and reverse the effects of their eternal rotting by consuming it. 
- 
-  They aren't very good at doing most things, although they make decent unarmed 
-  fighters with their claws and, due to their contact with the grave, can use 
-  ice, earth and death magic without too many difficulties. 
- 
-Vampires 
-  Vampires are another form of undead, but with a peculiarity: by consuming 
-  fresh blood, they may become alive. A bloodless Vampire has all the traits of 
-  an undead, but cannot regain lost physical attributes or regenerate from 
-  wounds over time - in particular, magical items or spells which increase the 
-  rate of regeneration will not work (though divine ones will). On the other 
-  hand, a Vampire full with blood will regenerate very quickly, but lose all 
-  undead powers. Vampires can never starve. They can drink from fresh corpses 
-  with the 'e' command. Upon growing, they learn to transform into quick bats 
-  and, later, how to draw potions of blood from fresh corpses. 
- 
-Draconians 
-======================================== 
- 
-Draconians are human-dragon hybrids: humanoid in form and approximately 
-human-sized, with wings, tails and scaly skins. Draconians start out in an 
-immature form with brown scales, but as they grow in power they take on a 
-variety of colours. This happens at an early stage in their career, and the 
-colour is determined by chromosomes, not by behaviour. 
- 
-Most types of Draconians have breath weapons or special resistances. Draconians 
-cannot wear body armour and advance very slowly in levels, but are reasonably 
-good at all skills other than missile weapons. Still, each colour has its own 
-strengths and some have complementary weaknesses, which sometimes requires a bit 
-of flexibility on the part of the player. 
- 
-Red Draconians 
-  feel at home in fiery surroundings. They are bad with ice magic but very 
-  proficient with fire. Their scorchingly hot breath will leave a lingering 
-  cloud of flame. 
- 
-White Draconians 
-  stem from frost-bitten lands, and are naturally resistant to frost. Their 
-  breath is piercing cold. They are versed in ice magic, but bad at fire. 
- 
-Green Draconians 
-  are used to venomous surroundings and breathe clouds of mephitic vapours. They 
-  are especially good in the arts of poison and without deficiencies in other 
-  magic realms. Later on, they will develop a poisonous stinger. 
- 
-Yellow Draconians 
-  have a sulphurous breath full of corrosive acid, and later gain an acidic bite 
-  attack. They are acid resistant, too. 
- 
-Grey Draconians 
-  have no breath weapon, but also no need to breathe in order to live, which 
-  helps them survive in deep water. They are proficient with earth magic but bad 
-  with air magic, and also have harder scales than other Draconians. 
- 
-Black Draconians 
-  can unleash huge electrical discharges, and are naturally insulated. They are 
-  good at air magic but feel cumbersome with earth magic. Their wings will 
-  eventually grow larger, which allows them to fly continuously when combined 
-  with their natural skill with air magic. 
- 
-Mottled Draconians 
-  are somewhat in touch with fire, yet are not weak with ice. They can spit 
-  globs of sticky flame at those adjacent to them. 
- 
-Purple Draconians 
-  are highly adapted to all spellcasting in general, and to hexes and charms in 
-  particular. They are a bit better at evoking things than most other 
-  Draconians. They can breathe dispelling energy which strips those it hits of 
-  their enchantments, and are naturally more resistant to hostile enchantments 
-  than other draconians. 
- 
-Pale Draconians 
-  are better at air and fire magic, and have no deficiencies in other schools. 
-  They breathe steam and, like their Purple cousins, have a slight advantage at 
-  Evocations. 
- 
-**************************************** 
-2. List of character backgrounds 
-**************************************** 
- 
-In your quest, you play as one of a large number of different types of 
-characters. Although each has its own strengths and weaknesses, some are 
-definitely easier than others, at least to begin with. The best backgrounds for 
-a beginner are probably Gladiators and Berserkers; if you really want to play a 
-magician, try a Conjurer or a Wizard. However, not all species are equally well 
-suited for all backgrounds. The lighter coloured choices on the selection screen 
-are generally considered to be the more accessible ones. 
- 
-Each background starts out with a different set of skills and items, but from 
-there you can shape them as you will. Note that due to peculiarities of size or 
-body shape, some characters start with a different inventory. 
- 
-Fighters 
-  Fighters usually start with a good weapon, a suit of heavy armour, a 
-  shield, and a potion of might. They have a good general grounding in the 
-  arts of fighting. 
- 
-Gladiators 
-  The Gladiator has been trained to fight in the ring, and so is versed in the 
-  arts of fighting, but is not so good at anything else. In fact, Gladiators 
-  have never learned anything except bashing monsters with heavy things. They 
-  start with a nasty weapon, light armour, headgear and some nets. 
- 
-Monks 
-  The Monk is a member of an ascetic order dedicated to the perfection of one's 
-  body and soul through the discipline of the martial arts. Monks start with 
-  very little equipment, but can survive without the weighty weapons and 
-  spellbooks needed by characters of other backgrounds. When they choose a god 
-  for the first time, their spiritual training gives them a piety boost. 
- 
-Berserkers 
-  Berserkers are hardy warriors who worship Trog the Wrathful, from whom they 
-  get the power to go berserk (as well as a number of other powers, should they 
-  prove worthy), but who forbids the use of spell magic. They enter the dungeon 
-  with a weapon of their choice, and dressed in animal skins. 
- 
-Healers 
-  The Healer is a priest of Elyvilon. Healers begin with minor healing powers, 
-  but can gain far greater abilities in the long run. They are able to persuade 
-  monsters to abstain from bloodshed, gaining both piety and experience that 
-  way. 
- 
-Chaos Knights 
-  The Chaos Knight is a plaything of Xom. Xom is a very unpredictable (and 
-  possibly psychotic) entity who rewards or punishes according to whim. 
- 
-Death Knights 
-  The Death Knight is a fighter who aligns him or herself with the powers of 
-  death and worships Yredelemnul the Dark, who grants followers the ability to 
-  re-animate the dead and eventually many more powerful undead followers. 
- 
-Abyssal Knights 
-  The Abyssal Knight is a fighter serving Lugonu the Unformed, ruler of the 
-  Abyss. They are granted some power over the Abyss, and must spread death and 
-  disorder in return. 
- 
-Skalds 
-  Formidable warriors in their own rights, Skalds practice a form of augmenting 
-  battle magic that is either chanted or sung. Unique to the highlands in which 
-  they originate, these spells and formulae are second nature: they can either 
-  inspire greatness in themselves and their allies, or fear in the hearts of 
-  their enemies. 
- 
-Warpers 
-  Warpers specialise in translocation magic, and are experts in traveling long 
-  distances and positioning themselves precisely and use this to their advantage 
-  in melee or missile combat. They start with a scroll of blinking. 
- 
-Assassins 
-  An Assassin is a stealthy character who is especially good at killing, using 
-  daggers or blowguns. They start with some deadly curare needles. 
- 
-Hunters 
-  The Hunter is a type of fighter who specialises in missile weapons. A Hunter 
-  starts with either some throwing weapons or a ranged weapon and some 
-  ammunition, as well as a short sword or club and a set of leathers. 
- 
-Arcane Marksmen 
-  Arcane Marksmen are Hunters who use debilitating spells to assist their ranged 
-  attacks. They are particularly good at keeping their enemies at a distance. 
- 
-Artificers 
-  Artificers are attuned to gadgets, mechanics and magic elicited from arcane 
-  items, as opposed to casting magic themselves. As a consequence, they enter 
-  the Dungeon with an assortment of wands. Artificers are skilled at evoking 
-  magical items, and also understand the basics of melee combat. 
- 
-Wanderers 
-  Wanderers are people who have not learned a specific trade. Instead, they've 
-  travelled around becoming "jacks-of-all-trades, masters of none". They start 
-  the game with a large, random assortment of skills and maybe some small 
-  items they picked up along the way, but, other than that, they're pretty much 
-  on their own. 
- 
-Magicians 
-======================================== 
- 
-A magician is not an available character background by itself, but a type of 
-background, encompassing Wizards, Conjurers, Enchanters, Summoners, 
-Necromancers, Transmuters, various Elementalists and Venom Mages. Magicians are 
-the best at using magic. Among other things, they start with a robe and a book 
-of spells which should see them through the first several levels. 
- 
-Wizards 
-  A Wizard is a magician who does not specialise in any area of magic. Wizards 
-  start with a variety of magical skills and with Magic Dart memorised. Their 
-  book allows them to progress in many different branches of the arcane arts. 
- 
-Conjurers 
-  The Conjurer specialises in the violent and destructive magic of conjuration 
-  spells. Like Wizards, the Conjurer starts with the Magic Dart spell. 
- 
-Enchanters 
-  The Enchanter specialises in the subtle art of hexes. Instead of directly 
-  damaging foes, hexes disable and debilitate them, allowing the Enchanter to 
-  finish the helpless creatures in combat. The Enchanter begins with lightly 
-  enchanted weapons and armour, as well as the Corona spell. 
- 
-Summoners 
-  The Summoner specialises in calling creatures from this and other worlds to 
-  give assistance. Although they can at first summon only very wimpy creatures, 
-  the more advanced summoning spells allow summoners to call on such powers as 
-  elementals and demons. 
- 
-Necromancers 
-  The Necromancer is a magician who specialises in the less pleasant side of 
-  magic. Necromantic spells are a varied bunch, but many involve some degree of 
-  risk or harm to the caster. 
- 
-Transmuters 
-  Transmuters specialise in transmutation magic, and can cause strange changes 
-  in themselves and others. They deal damage primarily in unarmed combat, often 
-  using transformations to enhance their defensive and offensive capabilities. 
- 
-Venom Mages 
-  Venom Mages specialise in poison magic, which is extremely useful in the 
-  shallower levels of the dungeon where few creatures are immune to it. 
- 
-Elementalists 
-  Elementalists are magicians who specialise in one of the four types of 
-  elemental magic: air, fire, earth or ice. 
- 
-  Fire Magic 
-    tends towards destructive conjurations. 
- 
-  Ice Magic 
-    offers a balance between destructive conjurations and protective charms. 
- 
-  Air Magic 
-    provides many useful charms in addition to some unique destructive 
-    capabilities. 
- 
-  Earth Magic 
-    is a mixed bag, with destructive, defensive and utility spells available. 
- 
-**************************************** 
-3. List of skills 
-**************************************** 
- 
-Here is a description of the skills you may have. You can check your current 
-skills with the 'm' command, and therein toggle between progress display and 
-aptitude display using '*'. You can also read the table of aptitudes from the 
-help menu using '?%', and during character choice with '%'. 
- 
-Fighting skills 
-======================================== 
- 
-Fighting is the basic skill used in hand-to-hand combat, and applies no matter 
-which weapon your character is wielding (if any). Fighting is also the skill 
-that determines the number of hit points your character gets as they increase in 
-levels (note that this is calculated so that you don't get a long run advantage 
-by starting out with a high Fighting skill). Unlike the specific weapon skill, 
-Fighting does not change the speed with which you make your attacks. 
- 
-Weapon skills affect your ability to fight with specific melee weapons. Weapon 
-skills include: 
- 
-  * Short Blades 
-  * Long Blades 
-  * Maces & Flails 
-  * Axes 
-  * Staves 
-  * Polearms 
- 
-If you are already good using a class of weapons, say Long Blades, you'll get 
-a bonus to using similar weapons, like Short Blades; this is called 
-crosstraining and is shown in blue in the skill menu. Similar types of weapons 
-are: 
- 
-  * Short Blades and Long Blades 
-  * Maces & Flails and Axes 
-  * Polearms and Axes 
-  * Staves and Polearms 
-  * Staves and Maces & Flails 
- 
-Being good at a specific weapon improves the speed with which you attack with it. 
-Both the base speed and the best (lowest) possible speed are displayed in the 
-inventory entry for a weapon. Although lighter weapons are easier to use 
-initially, as they strike quickly and accurately, heavier weapons increase in 
-damage potential very quickly as you improve your skill with them. You can check 
-the current delay of your weapon by swinging it at air (using ctrl-direction) and 
-looking at the number in parentheses next to your turncount. 
- 
-Some weapon types have special abilities. Axes are able to cleave through 
-multiple enemies in a single swing, hitting enemies in an arc around the 
-wielder with every attack. Polearms can reach farther and allow the wielder to 
-attack an opponent two squares away, and even reach over monsters. Use the 'v' 
-command to target a specific monster with a reaching attack, or use Autofight 
-('tab') to reach automatically. 
- 
-Unarmed Combat is a special fighting skill. It allows your character to make a 
-powerful attack when unarmed and also to punch with the off hand as an 
-additional melee attack. Unarmed combat is particularly difficult to use in 
-combination with heavy armour or shields. The Unarmed Combat skill continues to 
-increase your attack speed while unarmed until it can be raised no more. 
- 
-Note that auxiliary attacks (such as a Centaur's kick or a Minotaur's headbutt) 
-are not affected by the Unarmed Combat skill. 
- 
-Ranged combat skills 
-======================================== 
- 
-There are a number of individual weapon skills for missile weapons: 
- 
-  * Throwing (includes blowguns) 
-  * Bows 
-  * Crossbows 
-  * Slings 
- 
-Throwing is the skill for all things hurled without a launcher: tomahawks, 
-javelins, tomahawks, nets, etc. The other skills refer to various types of 
-missiles shot with a launcher. An exception to this are needles: these are 
-launched using blowguns, an action which uses the Throwing skill. Since 
-stones can be thrown without launchers to some effect, these skills 
-crosstrain: 
- 
-  * Throwing and Slings 
- 
-Magic skills 
-======================================== 
- 
-Spellcasting is the basic skill for magic use. It affects your reserves of 
-magical energy (Magic) in the same way that Fighting affects your hit points: 
-every time you increase the Spellcasting skill you gain some magic points, and 
-you gain a spell level every time you reach a skill level divisible by 0.5. 
-This skill greatly influences the amount by which casting causes hunger. 
-Spellcasting also helps with the power and success rate of your spells, but to 
-a lesser extent than the more specialised magical skills. 
- 
-There are also individual skills for each different type of magic; the higher 
-the skill, the more powerful the spell. Multidisciplinary spells use an average 
-of the two or three skills. 
- 
-Miscellaneous skills 
-======================================== 
- 
-Armour 
-  Heavier body armours give more reliable protection from damage but have 
-  several disadvantages. 
- 
-  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 an 
-  armour's description (from within the inventory), you can see in particular 
-  how cumbersome it is. This is measured by the encumbrance rating. 
- 
-  This skill helps to overcome the evasion penalty of body armours, reduces the 
-  amount by which heavy armour hamper melee fighting and also somewhat mitigates 
-  the bad effects of heavy armour on spellcasting. High Armour skill also 
-  increases the AC provided by other types of armour (gloves, cloaks, etc.). 
- 
-Dodging 
-  A high Dodging skill helps you to evade melee and ranged attacks more 
-  effectively. This is more easily done in light armour, but can still be useful 
-  in heavier armour. 
- 
-Stealth 
-  Helps you avoid being noticed, and makes monsters more likely to lose track of 
-  you when you leave their line of sight. Wearing heavy armour or being 
-  encumbered penalises stealth attempts. Large creatures (like Trolls) are bad 
-  at stealth, except for Nagas, which are unusually stealthy. 
- 
-  Stealth also helps you make a very powerful first strike against a 
-  sleeping/resting monster who hasn't noticed you yet. This is most effective 
-  with a dagger, slightly less effective with other short blades, again somewhat 
-  less useful with long blades, clubs, spears, tridents, and felid claws, and 
-  finally even less useful (although still by no means negligible) with any other 
-  weapon. 
-   
-  Stealth also improves some melee attacks against confused, distracted, or 
-  otherwise incapacitated monsters, though this is much less effective than when 
-  the monster is asleep or paralysed. 
-   
-  Note that in addition to the bonus from weapon type, there is an additional 
-  stabbing bonus based on the average of your stealth skill and your skill with 
-  your wielded weapon. 
- 
-Shields 
-  Affects the amount of protection you gain by using a shield, and the degree to 
-  which it hinders you. For most races, 5/15/25 skill is enough to mitigate the 
-  encumbrance of bucklers/shields/large shields respectively, though larger 
-  races need less skill and and smaller races more. 
- 
-Invocations 
-  Affects your ability to call on your god for aid. Those skilled at Invocations 
-  have reduced failure rates and produce more powerful effects. Some gods (such 
-  as Trog) do not require followers to learn this skill. 
- 
-Evocations 
-  This skill lets you use wands much more effectively, in terms of both damage 
-  and precision. Furthermore, with high Evocations, you can easily deduce the 
-  number of charges in a wand through usage. Similarly, all other items that 
-  have certain powers (such as crystal balls, decks of cards, or elemental 
-  summoners) work better for characters trained in this skill. 
- 
-  Invocations and Evocations can increase your maximum magical reserves, 
-  although both have a smaller effect than Spellcasting in this regard. The 
-  bonuses are not cumulative; the highest contribution from Spellcasting, 
-  Invocations or Evocations is used. 
- 
-**************************************** 
-4. List of keys and commands 
-**************************************** 
- 
-Main screen 
-======================================== 
- 
-Crawl has many commands to be issued by single key strokes. This can become 
-confusing, since there are also several modes; here is the full list. Some 
-commands are particularly useful in combination with certain interface options; 
-such options are mentioned in the list. For a description of them, please look 
-into options_guide.txt. For a more terse list of all commands, use '??' in-game. 
-Most modes (targeting, level map, interlevel travel) also have help menus via 
-'?' on their own. 
- 
-Movement 
----------------------------------------- 
- 
-direction 
-  This moves one square. The direction is either one of the numpad cursor keys 
-  (try both Numlock on and off) or one of the Rogue vi keys (hjklyubn). 
- 
-Shift-direction or / direction 
-  This moves straight until something interesting is found (like a monster). If 
-  the first square is a trap, movement starts nonetheless. 
- 
-o 
-  Auto-explore. Setting the option explore_greedy to true makes auto-explore run 
-  to interesting items (those that get picked up automatically) or piles 
-  (checking the contents). Autoexploration will open doors on its own except if 
-  you set travel_open_doors to false. 
- 
-G or Ctrl-G 
-  Interlevel travel (to arbitrary dungeon levels or waypoints). Remembers old 
-  destinations if interrupted. This command has its own set of shortcuts; use ? 
-  for help on them. 
- 
-Ctrl-W 
-  Set waypoint (a digit between 0 and 9). Check the option show_waypoints. You 
-  can go to a waypoint by pressing Ctrl-G or G and the digit. 
- 
-Resting 
----------------------------------------- 
- 
-s, Del, . or Numpad 5 
-  Rests for one turn. This is most often used tactically for waiting a few 
-  turns. Serious resting should be done with the 5 command, for the sake of 
-  your keyboard and sanity. 
- 
-5 or Shift-Numpad 5 
-  Long resting, until both health and magic points are full or 100 turns 
-  are over. 
- 
-Resting is the only way to get rid of manticore spikes, but is otherwise 
-indistinguishable from any other action; healing, magic point restoration, 
-etc, proceed at the same rate, whether you're resting or not. 
- 
-Dungeon interaction 
----------------------------------------- 
- 
-O 
-  Open door. This is also done automatically by walking into the door. 
- 
-C 
-  Close door. 
- 
-Ctrl-direction or * direction 
-  Tries to untrap a known trap on the specified square, else opens/closes door 
-  if there is one, else attacks without move (even if no monster is seen). 
- 
-< 
-  Use staircase to go higher or enter a shop or portal. 
- 
-> 
-  Use staircase to go deeper or enter a shop or portal. 
- 
-; 
-  Examine occupied tile and auto-pickup eligible items. Can also be used to pick 
-  up only part of a stack with no other item on the same square. 
- 
-x 
-  Examine surroundings, see below. Has '?' help. 
- 
-X 
-  Examine level map, see below. Has '?' help. 
- 
-Ctrl-X 
-  Lists all monsters, items and features in sight. You may read their 
-  descriptions and travel to an item or feature. 
- 
-Ctrl-O 
-  Show dungeon overview (branches, shops, etc.). 
- 
-! 
-  Annotate current level. You can enter any text. This annotation is then listed 
-  in the dungeon overview (Ctrl-O) and also shown whenever you enter that level 
-  again. If you use this command when standing on a staircase, you may also 
-  annotate the level that staircase leads to. Should your annotation contain an 
-  exclamation mark (!), you will be prompted before entering the level. An empty 
-  string clears annotations. 
- 
-Character information 
--------------------------------------- 
- 
-'display' below means usage of the message area, 'show' means usage of the whole 
-screen. 
- 
-@ 
-  Display character status. 
- 
-[ 
-  Display worn armour. 
- 
-} 
-  Display list of runes collected. 
- 
-" 
-  Display worn jewellery. 
- 
-E 
-  Display experience info. 
- 
-^ 
-  Show religion screen. 
- 
-A 
-  Show abilities/mutations. 
- 
-a 
-  Choose an ability or read its description. a? or a* show current abilities as 
-  a menu. 
- 
-\\ 
-  Show item knowledge. You can toggle autopickup exceptions for item types in 
-  this screen. The screen has its own help text. 
- 
-m 
-  Show skill screen. You can get descriptions of present skills from that 
-  screen, as well as the aptitudes. The screen has its own help text. 
- 
-i 
-  Show inventory list. Inside this list, pressing a slot key shows information 
-  on that item. 
- 
-] 
-  Shows a restricted inventory, only containing worn, wielded and quivered 
-  items. 
- 
-I 
-  Show list of memorised spells. 
- 
-% 
-  Show resistances and general character overview: health, experience, money, 
-  gear, and status, mutations, abilities (the latter three more terse than with 
-  the command @, A, a). This is a highly condensed conglomeration of [, ", E, ^, 
-  @, A, a, $ on a single screen. Pressing the key of a displayed item views it. 
- 
-Other game-playing commands 
----------------------------------------- 
- 
-a 
-  Use special ability. 
- 
-p 
-  Pray to your god, generally in order to sacrifice some item. 
- 
-z 
-  Cast a spell. Should the spell demand monsters as targets but there are none 
-  within range, casting will be stopped. In this case, neither turns nor magic 
-  are used. If you want to cast the spell nonetheless, use Z. 
- 
-Z 
-  Cast a spell regardless of range limitations. 
- 
-t 
-  Tell commands to allies, or shout (with tt). 
- 
-Ctrl-A 
-  Toggle autopickup. Note that encounters with invisible monsters always turns 
-  autopickup off. You need to switch it on with Ctrl-A afterwards. 
- 
-Ctrl-V 
-  Toggle colouring monsters by their remaining HP. (Console only) 
- 
-Ctrl-T 
-  Toggle displaying monsters' weapons' glyphs. (Console only) 
- 
-\` 
-  Re-do previous command 
- 
-0 
-  Repeat next command a given number of times 
- 
-Non-game playing commands 
----------------------------------------- 
- 
-? 
-  The help menu. 
- 
-Ctrl-P 
-  Show previous messages. 
- 
-Ctrl-R 
-  Redraw screen. 
- 
-Ctrl-C 
-  Clear main and level maps. 
- 
-# 
-  Dump character to file (name.txt). 
- 
-: 
-  Add note to dump file (see option take_notes). 
- 
-?: 
-  Read the notes in-game. 
- 
-?V 
-  Display version information. 
- 
-?/ 
-  Describe a monster, spell or feature. You can enter a partial name or a regex 
-  instead of the full name. 
- 
-~ or Ctrl-D 
-  Add or save macros and key mappings. 
- 
-= 
-  Reassign inventory/spell/abilities letters. 
- 
-_ (console) or F12 (WebTiles) 
-  Read messages (when playing online; not for local games). 
- 
-\- 
-  Edit player doll (Tiles only). 
- 
-Saving games 
-^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ 
- 
-S 
-  Save game with query and exit. 
- 
-Ctrl-S 
-  Save game without query and exit. 
- 
-Ctrl-Q 
-  Quit without saving (you're asked before). 
- 
-Stashes 
-^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ 
- 
-Ctrl-F 
-  Find. This searches in stashes and shops, you can use regular expressions and 
-  also terms like 'long blades', 'shop', 'altar', 'artefact'. If you are looking 
-  for altars to a special god, a search for 'Trog' , etc. works. A string like 
-  'D:13' will list all known items on that level. 'D:1}' will search for items 
-  on level 1 only, as opposed to 'D:1', which will also list items on D:10 
-  through D:19. Once the list of all found places is displayed, you can cause 
-  auto-travel to go there (press the associated letter) or you can examine the 
-  items (press ? followed by the letter). 
- 
-Item interaction (inventory) 
-======================================== 
- 
-{ 
-  Inscribe item (check the autoinscribe option). An empty inscription or 
-  inscribing only space will remove prior inscriptions. See Appendix `6. 
-  Inscriptions`_. You can also inscribe items when viewing them by pressing 
-  their slot key in the inventory. 
- 
-f 
-  Fire quivered missile. If some monster is in sight, either the last target or 
-  the nearest monster will be automatically targeted. Pressing f again shoots. 
- 
-F 
-  Directly choose an item and fire. Contrary to fi this does not change the 
-  quiver. 
- 
-( and ) 
-  Cycle quiver to next/previous suitable missile, respectively. 
- 
-Q 
-  Quiver item from a menu. 
- 
-q 
-  Quaff a potion. 
- 
-e 
-  Eat food (tries floor first, inventory next). In the eating prompt, e is 
-  synonymous to y. 
- 
-r 
-  Read a scroll or book. When reading a book, you may destroy the book in order 
-  to forget a spell. 
- 
-M 
-  Memorise a spell from a book. 
- 
-w 
-  Wield an item ( - for none). 
- 
-' 
-  Wield item a, or switch to b. 
- 
-v 
-  Evoke power of wielded item. Also used to attack non-adjacent monsters with 
-  a polearm. 
- 
-V 
-  Evoke an item from the inventory. This includes using wands. 
- 
-W 
-  Wear armour. 
- 
-T 
-  Take off armour. 
- 
-P 
-  Put on jewellery. 
- 
-R 
-  Remove jewellery. 
- 
-Item interaction (floor) 
-======================================== 
- 
-g or , 
-  Pick up items. Use a prefix to pick up smaller quantities. As with dropping, 
-  Ctrl-F allows you to pick up items matching regular expression. 
- 
-d 
-  Drop an item. Within the drop list, you can select slots based on a regular 
-  expression by pressing Ctrl-F, followed by the regex. 
- 
-d# 
-  Drop exact number of items, where # is a number. 
- 
-D 
-  Drop item(s) picked up last. 
- 
-c 
-  Chop up a corpse. In case there are several corpses on the ground, you are 
-  prompted one by one. There, you can answer 
- 
-  =========  ================================ 
-  y, c       yes (chop up this corpse) 
-  n, Space:  no (skip this corpse) 
-  a          yes to all (chop up all corpses) 
-  q, Esc     stop chopping altogether 
-  =========  ================================ 
- 
-Shortcuts in lists (like multidrop) 
-======================================== 
- 
-When dropping, the drop menu accepts several shortcuts. The same applies to 
-the pickup menu. In the following, if an item is already selected, the key 
-will deselect it (except for ',' and '-', obviously). 
- 
-( 
-  Select all missiles. 
- 
-) 
-  Select all hand weapons. 
- 
-[ 
-  Select all armour. 
- 
-? 
-  Select all scrolls. 
- 
-% 
-  Select all food. 
- 
-& 
-  Select all carrion and inedible food. 
- 
-\+ or : 
-  Select all books. 
- 
-/ 
-  Select all wands. 
- 
-| 
-  Select all staves. 
-   
-\\ 
-  Select all rods. 
- 
-! 
-  Select all potions. 
- 
-= 
-  Select all rings. 
- 
-" 
-  Select all amulets. 
- 
-} 
-  Select all miscellaneous items. 
- 
-, 
-  Global select (subject to drop_filter option). 
- 
-\- 
-  Global deselect (subject to drop_filter option). 
- 
-\* 
-  Invert selection. This will allow you to select all items even if you use the 
-  drop_filter option. 
- 
-. 
-  Selects next item. (If you have pressed the key of an item in the list, '.' 
-  will toggle the next item. This can be repeated, quickly selecting several 
-  subsequent items). 
- 
-Level map ('X') 
-======================================== 
- 
-The level map (brought up by 'X' in the main screen) uses the whole screen to 
-show the dungeon. The first line of that screen usually gives the name of the 
-level and a hint on the help screen. You can use the level_map_title option to 
-get rid of that. 
- 
-Esc, Space 
-  Leave level map. 
- 
-? 
-  Level map help. 
- 
-\- 
-  Scroll level map up. 
- 
-\+ 
-  Scroll level map down. 
- 
-direction 
-  Move cursor. 
- 
-Shift-direction 
-  Move cursor in bigger steps (check the option or / direction 
-  level_map_cursor_step). 
- 
-. 
-  Travel to cursor (also Enter, Del, ',' and ';'). If the cursor is on the 
-  character, move cursor to last travel destination instead. 
- 
-< 
-  Cycle through up stairs. 
- 
-> 
-  Cycle through down stairs. 
- 
-^ 
-  Cycle through traps. 
- 
-_ 
-  Cycle through altars. 
- 
-Tab 
-  Cycle through shops and portals. 
- 
-I 
-  Cycle forward through all items and piles. 
- 
-O 
-  Cycle backward through all items and piles. 
- 
-Ctrl-C 
-  Clear level and main maps (from temporarily seen monsters, clouds, etc.). 
- 
-Ctrl-F 
-  Forget level map. 
- 
-Waypoints can be set on the level map. You can travel to waypoints using G. 
-Check the option show_waypoints. The commands are: 
- 
-Ctrl-W 
-  Set waypoint. 
- 
-W 
-  Cycle through waypoints. 
- 
-Travel exclusions mark certain spots of the map as no-go areas for autotravel 
-and explore. 
- 
-e 
-  Set travel exclusion. If an exclusion is already present, change size (from 
-  single square to full field of vision); after that, remove exclusion. 
- 
-Ctrl-E 
-  Erase all travel exclusions at once. 
- 
-E 
-  Cycle through travel exclusions. 
- 
-Examining surroundings ('x') 
-======================================== 
- 
-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. 
- 
-Esc, Space, x 
-  Return to playing mode. 
- 
-? 
-  Special help screen. 
- 
-\* or ' 
-  Cycle objects forward. 
- 
-/ or ; 
-  Cycle objects backward. 
- 
-\+ or = 
-  Cycle monsters forward. 
- 
-\- 
-  Cycle monsters backward. 
- 
-direction 
-  Move cursor. 
- 
-. or Enter 
-  Travel to cursor (also Del). 
- 
-v 
-  Describe feature or monster under cursor. Some branch entries have special 
-  information. 
- 
-> 
-  Cycle downstairs. 
- 
-< 
-  Cycle upstairs. 
- 
-_ 
-  Cycle through altars. 
- 
-Tab 
-  Cycle shops and portals. 
- 
-Targeting 
-======================================== 
- 
-Targeting mode is similar to examining surroundings. It is activated whenever 
-you fire projectiles, evoke a wand or cast spells which use targets. All of the 
-commands described for examination of surroundings work, with the exception of 
-Space (which fires). 
- 
-Esc or x 
-  Stop targeting. 
- 
-? 
-  Special help screen. 
- 
-Enter 
-  Fire at cursor direction (also Del and Space). 
- 
-. 
-  Fire at cursor position and stop there with slightly reduced impact. This can 
-  be useful to avoid damaging pets, or to avoid losing arrows. 
- 
-p 
-  Fire at previous target (if still in sight). 
- 
-f 
-  Smart-firing: fire at previous target, if it is still in sight; and else fire 
-  at the cursor position. You can start shooting at an opponent with 'ff' and 
-  then keep firing with 'ff'. 
- 
-: 
-  Toggle display of the beam path. 
- 
-( and ) 
-  These two commands allow you to change ammunition while targeting. The choice 
-  is subject to the fire_order option. Usually, you change missiles according to 
-  your launcher; i.e. when wielding a bow, ( and ) will cycle through all stacks 
-  of arrows in your inventory. 
- 
-Shift-direction 
-  Fire straight in that direction. 
- 
-**************************************** 
-5. List of enchantments 
-**************************************** 
- 
-The stats area has room for showing the enchantments which you currently enjoy 
-or have to suffer. A list of these enchantments follows, as some are either 
-abbreviated or may have unusual effects. 
- 
-(Mostly) good enchantments 
-======================================== 
- 
-Full 
-  You have eaten a lot. 
- 
-Very Full 
-  You have eaten almost all you can for now. 
- 
-Engorged 
-  You can't eat any more for now. 
- 
-Fast 
-  All of your actions are 50% faster. This causes magical contamination 
-  over time, and may cause dangerous levels of contamination if you were 
-  already contaminated before gaining this status. 
- 
-Invis 
-  You are invisible. Most enemies will be unable to see you & will 
-  suffer penalties to hit, though they may be able to guess at your 
-  general location. Invis causes magical contamination over time, and 
-  may cause dangerous levels of contamination if you were already 
-  contaminated before gaining this status. If this effect is greyed out, 
-  it is active (and causing contamination) but ineffective for some 
-  reason (e.g. you are glowing, lit an angel's halo, etc). 
- 
-Tele 
-  You are about to teleport, i.e. feeling "unstable". If you are about to 
-  teleport, another effect that applies Tele (a scroll, wand, etc) will 
-  cancel it. 
-   
-cTele 
-  The next translocation you make will be semi-controlled (if a blink) or 
-  fully controlled (if a teleport). Beware that even a controlled teleport is 
-  not totally reliable; it is likely to land you adjacent to your chosen 
-  destination, or, if that would place you inside a wall, somewhere completely 
-  random. 
- 
-Fly 
-  You fly above the ground, and are able to cross water and lava, or fight 
-  above shallow water without penalties. Most types of flight will time out 
-  - be sure you're not above deadly liquids when that happens! 
- 
-Agi 
-  You are unnaturally agile. This provides bonuses to your dexterity, evasion, 
-  and stealth. 
- 
-Brill 
-  You are unnaturally smart. This provides bonuses to your intelligence, 
-  spellcasting success, & spellpower. 
- 
-Might 
-  You are unnaturally strong. This provides bonuses to your strength & damage 
-  in physical combat. 
- 
-Regen 
-  You regenerate hit points at an unnaturally fast rate. This is only shown for 
-  temporary regeneration. 
-   
-RMsl 
-  You repel missiles, i.e. there's a good chance to evade them. This effect, if 
-  provided by a spell, has a chance to expire with every projectile it repels; 
-  it otherwise lasts indefinitely. 
- 
-DMsl 
-  You deflect missiles, i.e. there's a great chance to evade them. This effect, 
-  if provided by a spell, has a chance to expire with every projectile it 
-  deflects; it otherwise lasts indefinitely. 
-   
-Touch 
-  Your unarmed attacks no longer deal damage, but have a chance of confusing 
-  monsters that they hit. 
- 
-MR 
-  You are more resistant to hostile enchantments. 
-   
-Berserk 
-  You are stronger, faster, tougher! Beware, though, that if you do not kill 
-  monsters this status will wear off even faster, and when it does, you will 
-  be slowed and exhausted, possibly passing out temporarily as well. 
-   
-(Mostly) bad enchantments 
-======================================== 
- 
-Hungry 
-  Most species can eat chunks of corpses only if hungry. 
- 
-Very Hungry 
-  You are even hungrier than usual. 
- 
-Near Starving 
-  You are in desperate need of food. 
- 
-Starving 
-  You should really eat something; death is not far away. While starving, your 
-  combat abilities are impaired and you are unable to cast spells or use many 
-  evoked or divine abilities. 
- 
-Pois 
-  You are poisoned and continually lose hit points. While poisoned, your current 
-  health will be partially recoloured to display the eventual poison damage that 
-  will be dealt. Cure with potions of curing or by waiting it out. 
- 
-Conf 
-  You are confused. Actions may not work properly, or may be targeted in a 
-  random direction. Spellcasting and scroll use are completely impossible. 
-  Wait it out, or drink a potion of curing for immediate relief. 
- 
-Contam 
-  You glow with mutagenic radiation. This can mutate you over time, usually with 
-  a bad outcome. The colour indicates the severity: the first level (darkgrey) 
-  is only a warning, and no mutation or loss of stealth will occur from it. 
-   
-Drain 
-  Your skills have been drained by negative energy, and are less effective. 
-  This status will not wear off by waiting, but will expire as you gain 
-  experience. This status has multiple levels, and you can see just how much you 
-  have been drained by looking at the skills screen. 
- 
-Breath 
-  Some abilities (like breath weapons or Zin's recite invocation) require you to 
-  catch your breath in between uses. These abilities cannot be re-used until the 
-  Breath status disappears. 
- 
-Exh 
-  You are too exhausted to use certain tiring abilities; notably, Berserk. 
-   
-Slow 
-  All your actions take 50% longer. 
- 
-Para 
-  You are paralysed, and completely unable to act. 
- 
-Sleep 
-  You are asleep, and completely unable to act. Attacks will wake you.   
- 
-Held 
-  You are held in a net or a spider web. You cannot move freely and will instead 
-  try to struggle free. 
- 
-Constr 
-  You are being constricted by an enemy and will take an increasing amount of 
-  damage every turn. Also, movement (including blinking) away from the enemy is 
-  restricted, although you can struggle to escape and will become increasingly 
-  more likely to succeed when doing so multiple times. 
- 
-Mesm 
-  You are mesmerised and cannot move away from the monster(s) mesmerising you. 
-   
-Fear 
-  You are overcome with fear and cannot move towards the monster(s) causing 
-  fear in you. 
-   
--cTele 
-  You may not gain the cTele status if you have this status, and effects that 
-  provide controlled blinking (e.g. the spell or scroll) are unreliable. 
-  
--Tele 
-  Some effect is preventing you from teleporting or blinking. 
- 
-Mark 
-  Due to the effects of a trap or a spell, monsters will now hunt you down more 
-  precisely, and will be able to detect you even if you are not in their vision. 
- 
-Fire 
-  You are covered with sticky fire, which causes damage over the next few turns. 
-  Entering water will extinguish the flames. 
- 
-Corona 
-  You are surrounded by light; this ruins your stealth and makes you easier to 
-  hit. 
- 
-Barbs 
-  There are dangerous barbs embedded in your skin, and moving around will cause 
-  you to take damage. They will go away after standing in place for a few turns 
-  or moving around. 
- 
-Sick 
-  You have been sickened by some hostile effect. Hit points don't regenerate 
-  until cured (wait it out or quaff a potion of curing). Occasionally a primary 
-  attribute might drop. 
- 
-Rot 
-  This is a very harmful, necromantic ailment. You will lose maximum hit points 
-  over time. Only healing potions and wands (and certain abilities) restore 
-  these, once lost. The rotting status itself is cured with potions of curing 
-  or by waiting it out. 
- 
-Corr 
-  Your equipment is covered with noxious acid! Both your effectiveness in 
-  physical combat and defenses (AC) are reduced; the displayed number indicates 
-  the former. After some time passes, the effect will disappear. 
- 
-Flay 
-  You are covered in illusionary - but nonetheless deadly! - wounds. Destroying 
-  the source of the illusion will restore the health that was 'flayed' away. 
- 
-Weak 
-  Your physical attacks do less damage. 
- 
-Roots 
-  You are held to the ground by animated roots. Your movement speed is slower, 
-  your evasion is reduced, and you are unable to fly. 
- 
-Frozen 
-  You are covered in ice, and your movement speed is reduced. 
- 
-Sap 
-  Some demonic force is inhibiting your spellcasting; every spell that you cast 
-  while this status is in effect will reduce your chances of casting more spells 
-  successfuly. Casting stronger spells will reduce your success chances more than 
-  casting weak spells will. 
- 
-Brainless, Clumsy, Collapse 
-  One of your attributes (Intelligence, Dexterity, or Strength, respectively) 
-  has fallen to 0. You suffer extreme penalties to most actions related to 
-  the specific attribute. Increasing the attribute above 0 will cause the status 
-  to go away in a few turns. 
- 
-There are several more enchantment messages for various spells. The description 
-of the spell causing the enchantment will explain these. 
- 
-**************************************** 
-6. Inscriptions 
-**************************************** 
- 
-You can use the { command to manually inscribe items; alternatively, you can 
-also inscribe when viewing items from the inventory (done by pressing the item's 
-letter). This adds a note in curly braces to the item description. Besides 
-simply allowing you to make comments about items, there are several further 
-uses. 
- 
-Automatic inscriptions 
-======================================== 
- 
-These are done by the game to help you to identify items. For example, items 
-that you have seen a monster use will be inscribed with "{tried by monster}". 
- 
-Inscriptions as shortcuts 
-======================================== 
- 
-You can use inscriptions to define shortcuts for easy access to items, 
-regardless of their actual inventory letter. For example, if an item's 
-inscription contains "@w9", you can type 'w9' in order to wield it. Instead of 
-the 9, any other digit works as well. And instead of 'w'ield, any other command 
-used for handling items can be used: 'e'at, 'r'ead, 'q'uaff, e'v'oke, 'f'ire, etc. 
-Using "@*9" will make any action command followed by '9' use this item. 
- 
-Safety inscriptions 
-======================================== 
- 
-Inscriptions containing the following strings affect the behaviour of some 
-commands: 
- 
-!* 
-  Prompt before any action using this item. 
- 
-!w 
-  Prompt before wielding and unwielding this item. 
- 
-!a 
-  Prompt before attacking when wielding this item. Non-weapons and ranged 
-  weapons prompt automatically. Also, if you answer 'y', you won't be prompted 
-  again until you switch weapons. 
- 
-!d 
-  Prompt before dropping this item. 
- 
-!e 
-  Prompt before eating this item. 
- 
-!q 
-  Prompt before quaffing this item. 
- 
-!r 
-  Prompt before reading this item. 
- 
-!f 
-  Prompt before firing or throwing this item. 
- 
-!W 
-  Prompt before wearing this armour. 
- 
-!T 
-  Prompt before taking off this armour. 
- 
-!P 
-  Prompt before putting on this jewellery. 
- 
-!R 
-  Prompt before removing this jewellery. 
- 
-!v 
-  Prompt before evoking this item. 
- 
-!Q 
-  Prompt before explicitly quivering this item. 
- 
-!p 
-  Prompt before sacrificing a stack containing an item with this inscription; if 
-  the answer is "No", the whole stack will be skipped, and no items will be 
-  sacrificed. 
- 
-=p 
-  Prompt before sacrificing this particular item; if the answer is "No", then 
-  Crawl will go on to sacrifice further items in the stack. 
- 
-=g 
-  Pick this item up automatically if autopickup is on. 
- 
-=f 
-  Exclude this item from automatic quivering. 
- 
-\+f 
-  Include this item in automatic quivering. 
- 
-=F 
-  Exclude this item when cycling ammunition. 
- 
-\+F 
-  Include this item when cycling ammunition. 
- 
-=R 
-  Do not offer to swap out this ring if another one can be removed instead. 
- 
-!D 
-  Prompt before performing an action that might destroy this item. If you're 
-  attempting to destroy an item thus inscribed by sacrificing it, destroying a 
-  weapon or burning a book in the names of various deities, the game won't even 
-  ask you for confirmation but silently ignore this item. It also protects 
-  against accidentally casting Sticks to Snakes on your favourite weapon. 
-  However, it won't protect against lava accidents or hungry jellies. 
- 
-You can use the autoinscribe option to have some items automatically inscribed. 
-See options_guide.txt for details. Some examples are: 
- 
-  autoinscribe = royal jelly:=g 
-  autoinscribe = wand of heal wounds:!v 
- 
-Artefacts autoinscriptions 
-======================================== 
- 
-Many players use inscriptions for properties of artefacts. This makes browsing 
-the inventory or stashes easier. Crawl provides a scheme for automatic 
-inscription. 
- 
-Here, one has to negotiate between two concurrent objectives: terseness for 
-better use of limited line lengths versus verboseness for easier reading. The 
-default inscriptions use the following general ideas: 
- 
-rXXX 
-  signifies a resistance 
- 
-\+XXX 
-  signifies an ability you can evoke via the 'a' command 
- 
-\-XXX 
-  signifies a suppressed ability 
- 
-XXX+ 
-  is a stronger version of property XXX 
- 
-XX+6 
-  means a boost to some numerical stat (similar with XX-2, etc.) 
- 
-Here is the full list: 
- 
-rC+ 
-  one level of cold resistance 
- 
-rC++ 
-  two levels of cold resistance 
- 
-rC- 
-  one level of cold susceptibility 
- 
-rF+ 
-  one level of fire resistance 
- 
-rF++ 
-  two levels of fire resistance 
- 
-rF- 
-  one level of fire susceptibility 
- 
-rN+ 
-  one level of negative energy resistance (life protection) 
- 
-rPois 
-  poison resistance 
- 
-rElec 
-  electricity resistance (insulation) 
- 
-AC+3 
-  AC (armour class) modifier 
- 
-EV+3 
-  EV (evasion) modifier 
- 
-Str+3 
-  strength modifier 
- 
-Dex+3 
-  dexterity modifier 
- 
-Int+3 
-  intelligence modifier 
- 
-Slay+3 
-  accuracy & damage modifier (to melee and ranged combat) 
- 
-MR 
-  boost to magical resistance to hostile enchantments 
- 
-Stealth+ 
-  stealth boost 
- 
-Stealth- 
-  stealth penalty 
- 
-rCorr 
-  resist corrosion 
- 
-rMut 
-  resist mutation 
- 
-\+Fly 
-  can evoke for flight (from the 'a'bilities menu) 
- 
-\+Inv 
-  can evoke for invisibility (from the 'a'bilities menu) 
- 
-\+Blink 
-  can evoke for blink (from the 'a'bilities menu) 
- 
-\+Rage 
-  can evoke for berserk (from the 'a'bilities menu) 
- 
-\*Rage 
-  uncontrolled berserk (may trigger on melee attacks) 
- 
-\*Tele 
-  random teleportation 
- 
-\-Tele 
-  prevents teleportation 
- 
-\-Cast 
-  prevents spellcasting 
- 
-Contam 
-  causes high magical contamination when unequipped 
- 
-Noisy 
-  makes noises on hit 
- 
-Curse 
-  chance of self-cursing when equipped 
- 
-Fire 
-  rF+, rC-, enhances fire magic and weakens ice magic 
- 
-Ice 
-  rC+, rF-, enhances ice magic and weakens fire magic 
- 
-SustAb 
-  sustain abilities 
- 
-Regen 
-  regeneration 
- 
-Wiz 
-  wizardry 
- 
-MP+3 
-  magical power modifier 
- 
-HP+3 
-  hit point modifier 
- 
-+cTele 
-  can evoke for temporary teleport control (from the 'a'bilities menu) 
- 
-SInv 
-  see invisible 
- 
-Clar 
-  clarity 
- 
-Gourm 
-  gourmand 
- 
-Ward 
-  warding 
- 
-Spirit 
-  guardian spirit 
- 
-Inacc 
-  inaccuracy (affects all attacks that can miss) 
- 
-Debugging inscriptions 
-======================================== 
- 
-If you've entered wizard mode, then you can change the zapping range of a wand 
-by inscribing it with 'range:number' (e.g., 'range:50').  This only works for 
-wands zapped by the player. 
-</code> 
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dcss/manual/rest.1415329894.txt.gz · Last modified: 2014-11-07 04:11 by PleasingFungus
 
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