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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> |