Update religious secondary choices.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6473 c06c8d41-db1a-0410-9941-cceddc491573
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The \sex{settings/} directory contains \key{init.txt}, the options file for
\crawl\ (on linux systems there may also be a \key{.crawlrc} in your home
directory). Since the defaults are well suited for playing, you can ignore
The \key{settings} directory contains \key{init.txt}, the options file for
\crawl\ (on Linux systems there may also be a \key{.crawlrc} in your home
directory). Since the defaults are well-suited for playing, you can ignore
// intentional fall-through
return (CC_UNRESTRICTED);
case SP_DEEP_ELF:
case SP_OGRE_MAGE:
case SP_KENKU:
// Unrestrict these only for Priests as Zin is worse, but
// Necromancy (DK) the better choice.
if (you.char_class == JOB_PRIEST)
return (CC_UNRESTRICTED);
return (CC_RESTRICTED);
explain Crawl's interface. They do not focus on 'optimal' gameplay
(also, many experienced players share different views on the latter).
explain Crawl's interface. They do not focus on 'optimal' gameplay
(also, many experienced players share different views on the latter).
While Dungeon Crawl is a strict single player game, you can play on a
server together with many others. These are the relevant webpage and
While Dungeon Crawl is a strict single player game, you can play on a
server together with many others. These are the relevant webpage and
you wish to choose a name after deciding on the species and class of
your new character. The full list of saved games is also displayed,
you wish to choose a name after deciding on the species and class of
your new character. The full list of saved games is also displayed,
name that is already attached to a save game will continue that game.
Otherwise, enter a new name, and you will proceed to choose a race and
name that is already attached to a save game will continue that game.
Otherwise, enter a new name, and you will proceed to choose a race and
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 races.
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 races.
these races may seem to have very few skills because they haven't quite
earned the first level of several of their skills (Centaurs are notable
in this regard... although non-human Wanderers can appear to start with
no apparent skills at all). This isn't a bug or an oversight, these
species are just particularly weaker than humans at these classes. They
may have other advantages beyond skill development, though in some cases
they may not.
these races may seem to have very few starting skills because they
haven't quite earned the first level of several of their skills
(Centaurs are notable in this regard... although non-human Wanderers can
appear to start with no skills at all). This isn't a bug or an
oversight, these species are just particularly weaker than humans at
these classes. They may have other advantages beyond skill development,
though in some cases they may not.
You will notice that no species except Humans has access to all classes.
Looking at the available combinations should give you a rough impression
about the weaknesses and strengths of the different races.
You will notice that a different set of classes will be recommended
(lightgrey) for all species. Although you are free to pick any class
with almost any species (the only restrictions are for classes that
start with a religion that may not be open to all species), looking at
the recommended combinations should give you a rough impression about
the weaknesses and strengths of the different races.
The stat area to the right of the playing map shows a lot of numbers.
These describe different aspects of the hero. The most basic ones are
The stat area to the right of the playing map shows a lot of
information. It starts with the character's name and title (determind by
the character's highest skill), followed by a lot of numbers.
These describe different aspects of the hero.
Level: Starting characters have experience level 1; the highest
possible level is 27. Gaining a level nets additional hit
and magic points, and will sometimes grant spell slots or
primary attributes (see below).
The main screen shows hit points in the format HP: 8/10,
showing that your character's maximum hit points are 10,
and the character currently has 8. Usually, you regain
hit points slowly over time. Pressing '5' or Shift-Num-5
The main screen shows hit points in the format Health:
8/10, showing that your character's maximum hit points are
10, and the character currently has 8. Usually, you regain
hit points slowly over time. Pressing '5' or Shift-Num-5
Some very battle-fixated characters may end up with more
than 250 hit points, yet some spellcasters are known to
have finished the game victorious with less than 100 hit
points.
Some very battle-fixated characters may end up with more
than 250 hit points, yet some spellcasters are known to
have finished the game victorious with less than 100.
berserking and invoking of many other special abilities.
They are displayed in the same way as hit points; nothing
the evoking and invoking of many other special abilities.
They are displayed in the same way as hit points; nothing
Level: Starting characters have experience level 1; the highest
possible level is 27. The current level is displayed in
the stat area after "Experience". Gaining a level nets
additional hit and magic points, and will sometimes grant
spell slots or primary attributes (see immediately below).
Next come your defenses. For all of them, more is better.
Pool: This is different to all the other figures you can see in
the stat area. The Pool is a highly fluctuating number
ranging between 0 and 20000. It is increased whenever you
gain some experience (usually by killing monsters). It is
decreased by all sorts of action and does train these
actions that way. Having an eye on the Pool is important
if you want to train specific skills. See Section E for
more details.
Armour Class: Abbreviated to "AC". When something injures you, your AC
reduces the amount of damage you suffer.
Primary attributes describe the character's abilities to fight, dodge,
Shield: Abbreviated to "SH". This number is a measure of how good
your shield (if any) is at blocking attacks.
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).
Primary attributes describe the character's abilities to fight, dodge,
Strength: Affects the amount of damage you do in combat, as well as
how much stuff you can carry.
If any one of these drops to zero for some reason, you die. Note that
upon gaining Levels 3, 6, 9, etc., you get to choose one of the
attributes to raise. Random increases can also occur; which levels give
an increase is determined by race, as is the attribute to be increased.
Crawl has only three:
Intelligence: Affects how well you can cast spells as well as how much
nutrition spellcasting takes. Your ability to use some
magical items is also influenced by your intelligence.
Strength: Abbreviated to "Str". Affects the amount of damage you do
in combat, as well as how much stuff you can carry.
Dexterity: Affects your accuracy in combat, your ability to dodge
attacks aimed at you, your general effectiveness with
missile weapons, and your ability to use thiefly skills
such as backstabbing and disarming traps. Your dexterity
does directly affect your evasion score (Ev).
Intelligence: Abbreviated to "Int". Affects how well you can cast spells
as well as how much nutrition spellcasting takes. Your
ability to use some magical items is also influenced by
your intelligence.
If any one of these drops to zero for some reason, you die. Note that
upon gaining Levels 3, 6, 9, etc., you get to choose one of the
attributes to raise. Random increases can also occur; which levels give
an increase is determined by race, as is the attribute(s) to be
increased.
Dexterity: Abbreviated to "Dex". Affects your accuracy in combat,
your ability to dodge attacks aimed at you, your general
effectiveness with missile weapons, and your ability to
use thiefly skills such as backstabbing and disarming
traps.
The next numbers provide additional information about your character.
Exp Pool: This is different to all the other figures you can see in
the stat area. The Pool is a highly fluctuating number
ranging between 0 and 20000. It is increased whenever you
gain some experience (usually by killing monsters). It is
decreased by all sorts of action and does train these
actions that way. Having an eye on the Pool is important
if you want to train specific skills. See section E for
more details.
Shield: Abbreviated to "SH". This number is a measure of how good
your shield (if any) is at blocking attacks.
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.
Evasion: Abbreviated to "EV". This helps you to avoid being hit by
unpleasant things (but will not reduce the amount of
damage you suffer if you do get hit).
For Armour Class, Shield and Evasion, more is better.
Magic Affects your ability to resist the effects of enchantments
Resistance: and similar magic directed at you. 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. MR
is an internal variable, so you can't see what yours is,
Magic Affects your ability to resist the effects of enchantments
Resistance: and similar magic directed at you. 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. MR
is an internal variable, so you can't see what yours is,
Stealth: Another internal variable like Magic Resistance. First,
there is a Stealth skill which every character can learn
(but again, the different races' aptitudes for this vary
greatly). Next, some armours affect Stealth in a positive
way (all Elven pieces are notable in this regard), while
heavy armours will hamper it. Stealth's effects include
allowing your character to move through the dungeon
undetected.
Stealth: Another internal variable like Magic Resistance. First,
there is a Stealth skill which every character can learn
(but again, the different races' aptitudes for this vary
greatly). Next, some armours affect stealth in a positive
way (all Elven pieces are notable in this regard), while
heavy armours will hamper it. High stealth allows your
character to move through the dungeon undetected.
These are noted in the stats area below the experience line. Many of
them are self-explaining, like Pray, or Hungry. Many others, however,
These are noted in the stats area below the experience line. Many of
them are self-explaining, like Pray, or Hungry. Many others, however,
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
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
monster is visible on the screen, a message is sent to the message
window for any reason, you type a key, or you are about to step on
anything other than normal floor or an undiscovered trap and it is not
your first move of the long walk. Note that this is functionally
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 or an undiscovered trap and it is not
your first move of the long walk. Note that this is functionally
on the keyboard), you rest for 100 turns or until your hit points or
magic return to full, whichever is sooner. You can rest for just one
turn by pressing '.', Delete, 's', or '5' on the keypad. Whenever you
are resting, you are assumed to be observing your surroundings, so you
have a chance of detecting any traps or secret doors near you.
on the keyboard), you rest for 100 turns or until your hit points or
magic return to full, whichever is sooner. You can rest for just one
turn by pressing '.', Delete, 's', or '5' on the keypad. Whenever you
are resting, you are assumed to be observing your surroundings, so you
have a chance of detecting any traps or secret doors near you.
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.
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.
(this is the only way to attack a friendly creature hand-to-hand). If
there is no creature there, you will attempt to disarm any trap in the
target square. If there is apparently nothing there you will still
attack it, just in case there's something invisible lurking around.
(this is the only way to attack a friendly creature hand-to-hand). If
there is no creature there, you will attempt to disarm any trap in the
target square. If there is apparently nothing there you will still
attack it, just in case there's something invisible lurking around.
Crawl has an extensive automated travel system: pressing 'G' lets you
choose any dungeon level; the game will then take the shortest path to
Crawl has an extensive automated travel system: pressing 'G' lets you
choose any dungeon level; the game will then take the shortest path to
('X'): move the cursor to the place where you want to go and hit Enter.
There are several shortcuts when choosing destinations: try '<' and '>'
to quickly reach the staircases.
('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.
destination. Hitting 'G' again and following with Enterputs the cursor
on that square. See Appendix 4 for all commands and shortcuts in
destination. Hitting 'G' again and following with Enter puts the cursor
on that square. See Appendix 4 for all commands and shortcuts in
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
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
Furthermore, you can search skills like 'long blades' (this will find
all weapons training the long blades skill) or general terms like
Furthermore, you can search skills like 'long blades' (this will find
all weapons training the long blades skill) or general terms like
press '?' again. A different, more verbose description of the commands
also appears in Appendix 4 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
press '?' again. A different, more verbose description of the commands
also appears in Appendix 4 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
When you kill monsters, you gain experience points (XP). You receive
half normal experience for monsters killed by friendly creatures. 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. Whenever you are curious about the
When you kill monsters, you gain experience points (XP). You receive
half normal experience for monsters killed by friendly creatures. 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. Whenever you are curious about the
Additionally, the experience you gain goes into your Pool which is
shown next to the Experience level. The Pool is capped at 20000 points.
This pool pf points is used up whenever you practise a skill. These
skills represent proficiency with all areas of endeavour an ambitious
adventurer might need in the dungeons. They range from different weapon
skills (both for close and ranged combat) to many magical skills and
several additional activities like Dodging or Stabbing. See Appendix 3
for a detailed description of all skills present in Crawl. The ease
with which a character learns a skill depends solely on race. These
aptitudes are hinted at in the list of species (see Appendix 1). For the
curious, the full table can be checked in aptitudes.txt (also from the
help screen during play), though it is not necessary to bother with the
numbers in order to win!
Additionally, the experience you gain goes into your Experience Pool.
The pool is capped at 20000 points. This pool of points is used up
whenever you practise a skill. These skills represent proficiency with
all areas of endeavour an ambitious adventurer might need in the
dungeons. They range from different weapon skills (both for close and
ranged combat) to many magical skills and several additional activities
like Dodging or Stabbing. See Appendix 3 for a detailed description of
all skills present in Crawl. The ease with which a character learns a
skill depends solely on race. These aptitudes are hinted at in the list
of species (see Appendix 1). For the curious, the full table can be
checked in aptitudes.txt (also from the help screen during play), though
it is not necessary to bother with the numbers in order to win!
the level of a skill, the better you are at it. Every time your
character gains experience points, those points become available to
increase skills. You convert experience points into skill levels by
practising the skill in question (e.g. fighting with a certain type of
weapon, casting a certain type of spell, or walking around wearing
light armour to practise stealth). The amount of unassigned experience
points is shown next to your experience total on the main screen as well
as on the skills screen, and the number in blue next to each skill
counts up from 0% to 100% as you get closer to gaining a level in that
skill.
the level of a skill, the better you are at it. Every time your
character gains experience points, those points become available to
increase skills. You convert experience points into skill levels by
practising the skill in question (e.g. fighting with a certain type of
weapon, casting a certain type of spell, or walking around wearing
light armour to practise stealth). The amount of unassigned experience
points is shown on the main screen as well as on the skills screen, and
the number in blue next to each skill counts up from 0% to 100% as you
get closer to gaining a level in that skill.
You can elect not to practise a particular skill by selecting it in the
skill screen (making it turn dark grey). This means that you will be
less likely to increase that skill when you practise it (and will also
not spend as many experience points on it). This can be useful for
skills like stealth, which use up points whenever you move. It can also
be used on a specific weapon skill if you want to spend more points on
You can elect not to practise a particular skill by selecting it in the
skill screen (making it turn dark grey). This means that you will be
less likely to increase that skill when you practise it (and will also
not spend as many experience points on it). This can be useful for
skills like stealth, which use up points whenever you move. It can also
be used on a specific weapon skill if you want to spend more points on
progress in this area. Whenever you read it, all free experience is
transferred into exercising this particular skill. This can be done
until the manual crumbles, which will occur after a random number of
progress in this area. Whenever you read it, all free experience is
transferred into exercising this particular skill. This can be done
until the manual crumbles, which will occur after a random number of
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
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
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
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
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.
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.
In the dungeons of Crawl there are many different kinds of normal and
magical artefacts to be found and used. Some of them are useful, some
are nasty, and some give great power, but at a price. Some items are
unique; these have interesting properties which can make your life
In the dungeons of Crawl there are many different kinds of normal and
magical artefacts to be found and used. Some of them are useful, some
are nasty, and some give great power, but at a price. Some items are
unique; these have interesting properties which can make your life
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). Note that
picking up items from one square takes exactly one turn. However,
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). Note that
picking up items from one square takes exactly one turn. However,
Typing 'i' displays your inventory (what you are carrying). When you
are given a prompt like "Throw [or wield, wear, etc] which item?", you
usually get a list of all available options (this behaviour can be
Typing 'i' displays your inventory (what you are carrying). When you
are given a prompt like "Throw [or Wield, Wear, etc] which item?", you
usually get a list of all available options (this behaviour can be
You can carry at most 52 items at once, and the total weight is bounded
by your carrying capacity. Both of these are printed at the top of the
You can carry at most 52 items at once, and the total weight is bounded
by your carrying capacity. Both of these are printed at the top of the
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
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
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
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
These are rather important. You will find a variety of weapons in the
dungeon, ranging from small and quick daggers to huge, cumbersome
battle-axes 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,
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,
weapon's accuracy, and the second is its damage enchantment; weapons
which are not enchanted are simply '+0'. Some weapons also have special
magical effects which make them very effective in certain situations.
Some types of hand weapons (especially daggers, spears and hand axes)
weapon's accuracy, and the second is its damage enchantment; weapons
which are not enchanted are simply '+0'. Some weapons also have special
magical effects which make them very effective in certain situations.
Some types of hand weapons (especially daggers, spears and hand axes)
You can wield weapons with the 'w' command, which is a very quick
action. If for some reason you want to go bare-handed, type 'w'
followed by a hyphen ('-'). Note that weapons are not the only class
You can wield weapons with the 'w' command, which is a very quick
action. If for some reason you want to go bare-handed, type 'w'
followed by a hyphen ('-'). Note that weapons are not the only class
The ' (apostrophe) key is a shortcut which automatically wields 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
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
firing.
If you'd like to throw something without inserting it into the quiver
use 'F' instead. Note that non-weapon items will never be quivered.
firing. If you'd like to throw something without inserting it into the
quiver use 'F' instead. Note that non-weapon, non-missile items will
never be quivered.
reduction, but heavy armours do so more reliably. Unfortunately, the
heavier types of armour also hamper your melee speed, making it easier
for monsters to hit you (i.e. reducing the evasion score) and making
reduction, but heavy armours do so more reliably. Unfortunately, the
heavier types of armour also hamper your melee speed, making it easier
for monsters to hit you (i.e. reducing the evasion score) and making
high Armour skill. Wearing heavy armour also increases your chances of
miscasting spells, an effect which is not reduced by your Armour skill.
high Armour skill. Wearing heavy armour also increases your chances of
miscasting spells, an effect which is only slightly reduced by your
Armour skill.
A Shield normally affects neither your AC or your evasion, but it lets
you block some of the attacks aimed at you and absorbs some of the
damage you would otherwise receive from things like dragon breath and
A Shield normally affects neither your AC or your evasion, but it lets
you block some of the attacks aimed at you and absorbs some of the
damage you would otherwise receive from things like dragon breath and
less effective in hand combat. Shields are more effective when you're
fighting a small number of foes than when you're surrounded. There are
less effective in hand combat. Shields are more effective when you're
fighting a small number of foes than when you're surrounded. There are
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 healing 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
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 healing 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
invoke the power of a wand by 'Z'apping it. See section I for targeting.
There are also a number of wands that may be useful to zap at yourself,
but it is usually prudent to know what you're zapping at yourself before
invoke the power of a wand by 'Z'apping it. See section I for targeting.
There are also a number of wands that may be useful to zap at yourself,
but it is usually prudent to know what you're zapping at yourself before
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. They transfer
various magical abilities onto their wearer, but powerful rings like
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. They transfer
various magical abilities onto their wearer, but powerful rings like
they are activated. 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
they are activated. 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
power. Rods can be invoked with the 'v' command when wielded. They have
a pool of magical energy which regenerates rather quickly when you are
power. Rods can be invoked with the 'v' command when wielded. They have
a pool of magical energy which regenerates rather quickly when you are
a description of each spell, or memorise spells from it with the 'M'
command. Use 'z' to cast previously memorised spells. For spells
a description of each spell, or memorise spells from it with the 'M'
command. Use 'z' to cast previously memorised spells. For spells
less restrictive for spellcasting than other armours. Elven cloaks and
boots are particularly useful to those who wish to be stealthy. Elven
bows are particularly effective in conjunction with Elven arrows. An Elf
less restrictive for spellcasting than other armours. Elven cloaks and
boots are particularly useful to those who wish to be stealthy. Elven
bows are particularly effective in conjunction with elven arrows. An Elf
Spellcasting helps at several places when spells are involved. Next
there are several general areas (Conjuration, Enchantment, Summoning,
Necromancy, Translocation, Transmigration, and Divination) as well as
several elemental areas (Fire, Ice, Air, and Earth) and, finally,
Poison. A particular spell can belong to (and thus train) up to three
areas. Being good in the areas of a spell will improve the casting
Spellcasting helps at several places when spells are involved. Next
there are several general areas (Conjuration, Enchantment, Summoning,
Necromancy, Translocation, Transmigration, and Divination) as well as
several elemental areas (Fire, Ice, Air, and Earth) and, finally,
Poison. A particular spell can belong to (and thus train) up to three
areas. Being good in the areas of a spell will improve the casting
Most spells have caps on their effects: no matter how intelligent and
proficient you are, there is a limit for the damage you can achieve
with Magic Darts.
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.
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. Failing to cast a spell exercises your
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. Failing to cast a spell exercises your
There is a completely different way to the use spells: via rods. These
are magical staves holding a number of spells. Rods store a certain
number of magic points, which are used for powering the spells they
There is a completely different way to the use spells: via rods. These
are magical staves holding a number of spells. Rods store a certain
number of magic points, which are used for powering the spells they
holder's pool (this happens much more quickly if the rod is wielded).
You can spend scrolls of recharging on rods in order to increase the
owner's pool (this happens much more quickly if the rod is wielded).
You can spend scrolls of recharging on rods in order to increase the
When throwing something, or zapping certain wands, or casting spells,
you are asked for a direction. There are several ways to tell Crawl
When throwing something, or zapping certain wands, or casting spells,
you are asked for a direction. There are several ways to tell Crawl
(period), 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, and is also the only way to attack submerged
creatures. You can press Escape if you changed your mind - no turns
(period), 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, and is also the only way to attack submerged
creatures. You can press Escape if you changed your mind -- no turns
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 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).
The 'p' command lets you pray to your God. Most gods take note of your
actions throughout, but by praying you ask for attention. This is how
you dedicate corpse-sacrifices to your God, for example: press 'pc' to
The 'p' command lets you pray to your god. Most gods take note of your
actions throughout, but by praying you ask for attention. This is how
you dedicate corpse-sacrifices to your god, for example: press 'pc' to
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.
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.
If you like to start the game with a religion, choose your class from
Healer, Priest, Paladin, Berserker, Chaos Knight, or Death Knight (the
last only if you draw your power from your God, instead of from
If you like to start the game with a religion, choose your class from
Healer, Priest, Paladin, Berserker, Chaos Knight, or Death Knight (the
last only if you draw your power from your god, instead of from
Invisibility, as your system absorbs too much magical energy - but you
would have to spend almost all 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
Invisibility, as your system absorbs too much magical energy -- but you
would have to spend almost all 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
Furthermore, certain corpses are mutagenic, and there are traps with
mutation effects. There are also some spells that cause mutations.
Furthermore, certain corpses are mutagenic, and there are traps with
mutation effects. There are also some spells and potions that cause
mutations.
Licence: Read Licence.txt for information about the Crawl licence
(which is nearly identical to the Nethack public
license).
Licence: Read licence.txt for information about the Crawl licence
(which is nearly identical to the NetHack General Public
License).
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
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
make sure that your bug/feature isn't already in the list. For more
complicated requests, it might be a good idea to discuss them in the
make sure that your bug/feature isn't already in the list. For more
complicated requests, it might be a good idea to discuss them in the
Crawl supports redefining keys via key maps. This is useful when your
keyboard layout makes some key awkward to use. You can also define
Crawl supports redefining keys via key maps. This is useful when your
keyboard layout makes some key awkward to use. You can also define
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
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
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;
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;
A typical example is player vs monster behaviour: while we try to make
these identical (or similar), there are good reasons for keeping them
A typical example is player vs monster behaviour: while we try to make
these identical (or similar), there are good reasons for keeping them
good at using short and long swords and bows, but are poor at other
fighting skills. They are excellent at all forms of magic except for
good at using short and long swords and bows, but are poor at other
fighting skills. They are excellent at all forms of magic except for
This is an Elven race 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 other elves and losing all
colouration. They are poor at hand-to-hand combat, but excellent at
This is an Elven race 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 other elves and losing all
colouration. They are poor at hand-to-hand combat, but excellent at
normal elves in some respects: they have no special proficiency with
bows or swords (long or short), nor do they have any aptitude in the
traditional areas of High Elven magic (enchantments, conjurations and
divinations). On the other hand, they are superlative transmuters, and
are comfortable dabbling in necromantic, poison and elemental magic.
As fighters they are often more dangerous unarmed than armed. They
normal elves in some respects: they have no special proficiency with
bows or swords (long or short), nor do they have any aptitude in the
traditional areas of High Elven magic (enchantments, conjurations and
divinations). On the other hand, they are superlative transmuters, and
are comfortable dabbling in necromantic, poison and elemental magic.
As fighters they are often more dangerous unarmed than armed. They
Dwarves are generally short, hardy people. They love to fight, and often
venture forth to seek fame and fortune through battle. Their armour and
Dwarves are generally short, hardy people. They love to fight, and often
venture forth to seek fame and fortune through battle. Their armour and
Hill Orcs are as robust as the Mountain Dwarves, but have very low
reserves of magical energy. Their forte is brute-force fighting, and
they are skilled at using most hand weapons (with the exception of short
blades, at which they are only fair), although they are not particularly
good at using missile weapons. They prefer to use their own weapons.
Orcs are poor at using most types of magic, with the exception of
conjurations, necromancy, and the elemental magic of earth, fire, and
Hill Orcs are as robust as the Mountain Dwarves, but have very low
reserves of magical energy. Their forte is brute-force fighting, and
they are skilled at using most hand weapons (with the exception of short
blades, at which they are only fair), although they are not particularly
good at using missile weapons. They prefer to use their own weapons.
Orcs are poor at using most types of magic, with the exception of
conjurations, necromancy, and the elemental magic of earth, fire, and
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, as they can quickly slip out of
any encumbering armour during the transformation into their half-fish
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, as they can quickly slip out of
any encumbering armour during the transformation into their half-fish
Halflings, who are named for being about half the size of humans, live
in small villages. They live simple lives and have simple interests.
Halflings, who are named for being about half the size of humans, live
in small villages. They live simple lives and have simple interests.
also very stealthy and good at dodging and stabbing, but are poor at
magic (except enchantments and, for some reason, translocations). They
advance in levels as rapidly as humans. Halflings cannot wield large
also very stealthy and good at dodging and stabbing, but are poor at
magic (except enchantments and, for some reason, translocations). They
advance in levels as rapidly as humans. Halflings cannot wield large
They have poor abilities and have similar aptitudes to halflings without
the excellent agility. However, they are better than halflings at using
They have poor abilities and have similar aptitudes to Halflings without
the excellent agility. However, they are better than Halflings at using
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
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
Fighting skill while being slow learners at specific weapon skills.
They advance quite slowly in experience level and are rather
Fighting skill while being slow learners at specific weapon skills.
They advance quite slowly in experience level and are rather
Genealogists would rather call these species Common Ogres and Sapient
Ogres, yet the folklore labels stuck somehow. These two are genuinely
different races stemming from a mythological progenitor, the Primordial
Ogre. While crossbreeding is possible, it is generally frowned upon in
Ogre societies: the resulting offspring is often ill-fated, and in very
rare cases, even two-headed ogres result.
Genealogists would rather call these species Common Ogres and Sapient
Ogres, yet the folklore labels stuck somehow. These two are genuinely
different races stemming from a mythological progenitor, the Primordial
Ogre. While crossbreeding is possible, it is generally frowned upon in
Ogre societies: the resulting offspring is often ill-fated, and in very
rare cases, even two-headed Ogres result.
quite slowly.
Because of their large size they can only wear loose robes, cloaks and
animal skins. Although ogres can eat almost anything, their size also
means that they need to do so more frequently than smaller folk.
quite slowly. Because of their large size they can only wear
loose robes, cloaks and animal skins. Although ogres can eat almost
anything, their size also means that they need to do so more frequently
than smaller folk.
Ogre-Mages are slightly smaller and nimbler than their Common
counterparts and grow a bit slower. They are unique among the beefier
species in their ability to use magic, especially enchantments. Still,
they also perform well in all types of melee combat, with a slight
Ogre-Mages are slightly smaller and nimbler than their Common
counterparts and grow a bit slower. They are unique among the beefier
species in their ability to use magic, especially enchantments. Still,
they also perform well in all types of melee combat, with a slight
underground dungeons, accompanied by a Sapient Ogre. The latter is
usually at once the undisputed spokesman, medicine man and shaman of the
group.
underground dungeons, accompanied by a Sapient Ogre. The latter is
usually at once the undisputed spokesman, medicine man and shaman of the
group.
The Minotaurs are yet another race of hybrids - human bodies with bovine
heads. They delve into the Dungeon because of their instinctive love of
twisting passageways.
The Minotaurs are yet another race 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
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
Red Draconians feel at home in fiery surroundings. They are bad with
ice magic but very proficient with fire.
Red Draconians feel at home in fiery surroundings. They are bad with
ice magic but very proficient with fire.
Yellow Draconians have sulphurous breath. Unlike other Draconians,
they need no time to gain back their breath. They are acid
Yellow Draconians have sulphurous breath. Unlike other Draconians,
they need no time to gain back their breath. They are acid
Grey Draconians have no particular weaknesses or strengths when it
comes to learning, and they get no breath weapon. Their scales,
however, become particularly hard over time, they gain more HP
Grey Draconians have no particular weaknesses or strengths when it
comes to learning, and they get no breath weapon. Their scales,
however, become particularly hard over time, they gain more HP
Mottled Draconians are somewhat in touch with fire, yet are not weak
with ice. Their breath consists of special sticky fire which
Mottled Draconians are somewhat in touch with fire, yet are not weak
with ice. Their breath consists of special sticky fire which
Purple Draconians are highly adapted to all spellcasting in general,
and to Enchantments in particular. They are a bit better at
Purple Draconians are highly adapted to all spellcasting in general,
and to enchantments in particular. They are a bit better at
Pale Draconians are slightly biased towards fire magic, and have no
restrictions otherwise. They breathe steam and, like their
Pale Draconians are slightly biased towards fire magic, and have no
restrictions otherwise. They breathe steam and, like their
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 very slowly in experience, 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.
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 very slowly in experience, 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.
magical experiments, breeding, unholy pacts, etc. Although many
Demonspawn may be indistinguishable from those of pure mortal stock,
they often 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 (and can sometimes be
magical experiments, breeding, unholy pacts, etc. Although many
Demonspawn may be indistinguishable from those of pure mortal stock,
they often 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 (and can sometimes be
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
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
Mummies progress very slowly in level, 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
Mummies progress very slowly in level, 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
They 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, especially rotting or tainted meat, and Ghouls gain
They 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, especially rotting or tainted meat, and Ghouls gain
definitely easier than others, at least to begin with. The best classes
for a beginner are probably Gladiators, Fighters, and Berserkers; if you
really want to play a magician, try a Conjurer. Each class 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.
definitely easier than others, at least to begin with. The best classes
for a beginner are probably Fighters, Gladiators, and Berserkers; if you
really want to play a magician, try a Conjurer. However, not all species
are equally well suited for all classes. The lighter coloured choices
on the selection screen are generally considered to be the more
accessible ones.
Each class 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.
The Gladiator has been trained to fight in the ring, and so is versed
in the art 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, a small shield, light
The Gladiator has been trained to fight in the ring, and so is versed
in the art 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, a small shield, light
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
usually enter the dungeon with an axe and a set of leather armour or
robes.
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
usually enter the dungeon with an axe and dressed in animal skins.
Priests serve either Zin, the ancient and revered God of Law, or
Yredelemnul, the rather less pleasant God of Death. In addition, Hill
Orcs may choose to follow the Orc god Beogh instead. Priests enter the
dungeon with a traditional weapon, a priestly robe, and a few healing
Priests serve either Zin, the ancient and revered God of Law, or
Yredelemnul, the rather less pleasant God of Death. In addition, Hill
Orcs may choose to follow the Orc god Beogh instead. Priests enter the
dungeon with a traditional weapon, a priestly robe, and a few healing
The Chaos Knight is a fighter who chooses to serve one of the Gods of
Chaos. There are three choices: Xom, Makhleb, or Lugonu. Xom is a very
unpredictable (and possibly psychotic) entity who rewards or punishes
according to whim. Makhleb the Destroyer is a more purposeful God, who
appreciates destruction and offers a variety of very violent powers to
the faithful. Lugonu the Unformed rules over the Abyss, and grants
followers some control over that unpleasant place in return for
The Chaos Knight is a fighter who chooses to serve one of the Gods of
Chaos. There are three choices: Xom, Makhleb, or Lugonu. Xom is a very
unpredictable (and possibly psychotic) entity who rewards or punishes
according to whim. Makhleb the Destroyer is a more purposeful God, who
appreciates destruction and offers a variety of very violent powers to
the faithful. Lugonu the Unformed rules over the Abyss, and grants
followers some control over that unpleasant place in return for
The Death Knight is a fighter who aligns him or herself with the powers
of death. There are two types of Death Knights: those who worship and
draw their abilities from the Death-God Yredelemnul, and those who study
The Death Knight is a fighter who aligns him or herself with the powers
of death. There are two types of Death Knights: those who worship and
draw their abilities from the Death-God Yredelemnul, and those who study
The Crusader is a decent fighter who can use the magical arts of
enchantment to become more dangerous in battle. Crusaders start out
The Crusader is a decent fighter who can use the magical arts of
enchantment to become more dangerous in battle. Crusaders start out
Elementalists, Venom Mages, Transmuters and Warpers. Magicians are
the best at using magic. They start with a knife, a robe, and a book
Elementalists, Venom Mages, Transmuters and Warpers. Magicians are
the best at using magic. They start with a knife, a robe, and a book
spell (since enchantments do not deal with direct attacks). Instead,
they begin with the "Corona" spell and some enchanted darts, which
should help them out until they can use the higher level enchantment
spell (since enchantments do not deal with direct attacks). Instead,
they begin with the "Corona" spell and some enchanted darts, which
should help them out until they can use the higher level enchantment
The Thief is one of the trickiest classes to play. Thieves start out
with a large variety of useful skills, and need to use all of them to
survive. Thieves start with a short sword, a hand crossbow, some darts,
and light armour.
The Thief is one of the trickiest classes to play. Thieves start out
with a large variety of useful skills, and need to use all of them to
survive. They enter the Dungeon with a short sword, a hand crossbow,
some darts, and light armour.
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
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
they've travelled around becoming "jacks-of-all-trades, masters of
none". They start the game with a large 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. Non-human wanderers might not even
know which skills they have (since they haven't quite learned enough
for one full level), and therefore make for an additional challenge.
You shouldn't expect human wanderers to be easy, either, as this class
they've travelled around becoming "jacks-of-all-trades, masters of
none". They start the game with a large 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. Non-human wanderers might not even
know which skills they have (since they haven't quite learned enough
for one full level), and therefore make for an additional challenge.
You shouldn't expect Human Wanderers to be easy, either, as this class
don't get a long run advantage by starting out with a high fighting
skill). The first two levels of fighting skill can be obtained by
don't get a long run advantage by starting out with a high fighting
skill). The first two levels of fighting skill can be obtained by
etc). Unarmed combat is particularly difficult to use in combination
with heavy armour or shields or very big weapons. As with fighting, the
first two levels of this skill can be obtained by training it against
etc). Unarmed combat is particularly difficult to use in combination
with heavy armour or shields or very big weapons. As with fighting, the
first two levels of this skill can be obtained by training it against
There are also individual skills for each different type of magic; the
higher the skill, the more powerful the spell. Multidisciplinary spells
There are also individual skills for each different type of magic; the
higher the skill, the more powerful the spell. Multidisciplinary spells
Body armours come in two types: heavy and light. Heavy armours give
some reliable protection from damage (in contrast to light armours),
but have several disadvantages.
Body armours come in two types: heavy and light. Heavy armours give
some reliable protection from damage (in contrast to light armours),
but have several disadvantages.
Evasion modifier. All armours with Ev penalty of 0 or -1 are considered
light, and all others are considered heavy -- except for Elven armour
(which is light).
Evasion modifier. Most armours with EV penalty of 0 or -1 are considered
light, and all others are considered heavy -- except for Elven armour
(which is light).
Armour skill is high enough to offset the EV penalty, even a heavy
armour will train Dodging. Also, Armour skill helps mitigate the bad
effects of heavy armour on spellcasting. A really high Armour skill will
also increase the AC provided by other types of armour (gloves, cloaks,
etc.).
Armour skill is high enough to offset the EV penalty, even a heavy
armour will train Dodging. Also, Armour skill helps mitigate the bad
effects of heavy armour on spellcasting. A really high Armour skill will
also increase the AC provided by other types of armour (gloves, cloaks,
etc.).
Helps you avoid being noticed. Try not to wear heavy armour or be
encumbered if you want to be stealthy. Large creatures (like Trolls)
are bad at stealth. The big exception are Nagas, which are unusually
stealthy. Stealth is trained by walking around lightly armoured, and
Helps you avoid being noticed. Try not to wear heavy armour or be
encumbered if you want to be stealthy. Large creatures (like Trolls)
are bad at stealth. The big exception are Nagas, which are unusually
stealthy. Stealth is trained by walking around lightly armoured, and
often find hidden things without actively looking for them. Note that
you scan your vicinity in every move (not just with commands like 's',
'.' or '5'). Without (or with low) Traps & Doors skill, you search only
the eight adjacent squares. The area covered gets larger with higher
often find hidden things without actively looking for them. Note that
you scan your vicinity in every move (not just with commands like 's',
'.' or '5'). Without (or with low) Traps & Doors skill, you search only
the eight adjacent squares. The area covered gets larger with higher
An easy-to-learn skill which affects your ability to call on your God
for aid. Those skilled at invoking have reduced fail rates and produce
more powerful effects. Some Gods (such as Trog) do not require followers
An easy-to-learn skill which affects your ability to call on your god
for aid. Those skilled at invoking have reduced fail rates and produce
more powerful effects. Some gods (such as Trog) do not require followers
Like Spellcasting, this skill also affects your supply of magic (MP),
though Invocations gives a bit less than Spellcasting in this regard.
In any case, these two effects are not cumulative: the higher
contribution of Spellcasting or Invocations is used.
Like Spellcasting, this skill also affects your supply of magic, though
Invocations gives a bit less than Spellcasting in this regard. In any
case, these two effects are not cumulative: the higher contribution of
Spellcasting or Invocations is used.
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 (like crystal balls) work better
for characters trained in this skill. Like Invocations, Evocations is
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 (like crystal balls) work better
for characters trained in this skill. Like Invocations, Evocations is
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
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
interface options; such options are mentioned in the list. For a
description of them, please look into options_guide.txt. For a more
interface options; such options are mentioned in the list. For a
description of them, please look into options_guide.txt. For a more
direction Moves one square, direction is either one of
the numpad cursor keys (try both Numlock on and
direction Moves one square, direction is either one of
the numpad cursor keys (try both Numlock on and
G Interlevel travel (to arbitrary dungeon levels
or waypoints). Remembers old destinations if
G Interlevel travel (to arbitrary dungeon levels
or waypoints). Remembers old destinations if
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
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
Ctrl-direction Tries to untrap a known trap on the specified
or * direction square, else opens/closes door if there is one,
else attacks without move (even if no monster is
Ctrl-direction Tries to untrap a known trap on the specified
or * direction square, else opens/closes door if there is one,
else attacks without move (even if no monster is
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
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
Targeting mode is similar to examining surroundings. It is activated
whenever you fire projectiles, zap a wand, or cast spells which use
targets. All of the commands described for examination of surroundings
Targeting mode is similar to examining surroundings. It is activated
whenever you fire projectiles, zap a wand, or cast spells which use
targets. All of the commands described for examination of surroundings
! Fire at cursor position, and stop there with
slightly reduced impact. This can be useful to
avoid damaging pets, or to attack submerged
water creatures.
! Fire at cursor position, and stop there with
slightly reduced impact. This can be useful to
avoid damaging pets, or to attack submerged
water creatures.
still in sight; and else fire at the cursor
position. Together with the default_target
still in sight; and else fire at the cursor
position. Together with the default_target
(, ) 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
(, ) 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
Shift-Direction Fire straight in that direction. You can go
back to the old targeting mode (allowing
straight firing by pressing just the direction
Shift-Direction Fire straight in that direction. You can go
back to the old targeting mode (allowing
straight firing by pressing just the direction
When dropping (with the drop_mode=multi option), 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
When dropping (with the drop_mode=multi option), 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
The stats area has room for showing the enchantments which you currently
enjoy or have to suffer. Quite generally, these are only shown for
temporary effects. So a Kenku's native flying ability is not noted, and
The stats area has room for showing the enchantments which you currently
enjoy or have to suffer. Quite generally, these are only shown for
temporary effects. So a Kenku's native flying ability is not noted, and
Pray You are praying. Any action taken under prayer is done
in the name of your god. For example, chopping up a
corpse offers it. Depending on the scope of your
Pray You are praying. Any action taken under prayer is done
in the name of your god. For example, chopping up a
corpse offers it. Depending on the scope of your
Lev You levitate, i.e. hover a few inches above the ground.
While enough to cross water and lava, movement is not
completely controlled. It will usually time out.
Lev You levitate, i.e. hover a few inches above the ground.
While enough to cross water and lava, movement is not
completely controlled. It will usually time out.
Fly You fly, gaining the benefits of levitation with none of
the drawbacks. This is only accessible for experienced
Kenku, lucky Draconians, characters using Dragon form,
or those levitating while wearing an amulet of
Fly You fly, gaining the benefits of levitation with none of
the drawbacks. This is only accessible for experienced
Kenku, lucky Draconians, characters using Dragon form,
or those levitating while wearing an amulet of
Rot This is a very harmful, necromantic ailment. You will
lose maximum health points over time. Only potions of
healing restore these. The rotting itself is cured
itself if the maximal health is back to its initial
Rot This is a very harmful, necromantic ailment. You will
lose maximum health points over time. Only potions of
healing restore these. The rotting itself is cured
itself if the maximal health is back to its initial
the Human standard. Please note that many things affect how quick a character
will actually learn a skill. Thus the numbers below are good enough for
the Human standard. Please note that many things affect how quick a character
will actually learn a skill. Thus the numbers below are good enough for
Note that the header of init.txt contains these lines. (It contains some
more options for using other old settings.) The options are commented out,
so you just need to remove the # in front in order to activate them. You
can choose to use only part of these options. In case you decide to use
the old keyset, be aware that D is also a synonym for 'yes' in the
Note that the header of init.txt contains these lines. (It contains some
more options for using other old settings.) The options are commented out,
so you just need to remove the # in front in order to activate them. You
can choose to use only part of these options. In case you decide to use
the old keyset, be aware that D is also a synonym for 'yes' in the
Dungeon Crawl Stone Soup is a game of dungeon exploration, combat and magic,
involving characters of diverse skills, worshipping deities of great power and
caprice. To win, you'll need to be a master of tactics and strategy, and
Dungeon Crawl Stone Soup is a game of dungeon exploration, combat and magic,
involving characters of diverse skills, worshipping deities of great power and
caprice. To win, you'll need to be a master of tactics and strategy, and
You can play Crawl online, both competing with other players and watching
them. Check the homepage at crawl.akrasiac.org for details, including
information about additional servers. You just need a ssh or telnet console;
on Windows, the \key{PuTTY} program works very well. Read docs/ssh_guide.txt
You can play Crawl online, both competing with other players and watching
them. Check the homepage at http://crawl.akrasiac.org/ for details, including
information about additional servers. You just need a ssh or telnet console;
on Windows, the PuTTY program works very well. Read docs/ssh_guide.txt
and there you can find both trackers to add bug reports, feature requests, or
upload patches, as well as sources and binaries. This is the best way to report
and there you can find both trackers to add bug reports, feature requests, or
upload patches, as well as sources and binaries. This is the best way to report
It is polite to flag your post with -crawl- as other games are discussed over
there as well. This is a good place to ask general questions, both from new
It is polite to flag your post with -crawl- as other games are discussed over
there as well. This is a good place to ask general questions, both from new
What you have downloaded is a descendant of Linley's Dungeon Crawl. Development
of the main branch stalled at version 4.0.0b26, with a final alpha of 4.1 being
released by Brent Ross in 2005. Since 2006, the Dungeon Crawl Stone Soup team
has been continuing the development. See the CREDITS in the main folder for a
myriad of contributors, past and present; license.txt contains the legal blurb.
This is a descendant of Linley's Dungeon Crawl. Development of the main branch
stalled at version 4.0.0b26, with a final alpha of 4.1 being released by Brent
Ross in 2005. Since 2006, the Dungeon Crawl Stone Soup team has been continuing
the development. See the CREDITS in the main folder for a myriad of
contributors, past and present; license.txt contains the legal blurb.
Dungeon Crawl Stone Soup is an open source, freeware roguelike. It is supported
on Linux, Windows, OS/X and, to a lesser extent, on DOS. The source should
Dungeon Crawl Stone Soup is an open source, freeware roguelike. It is supported
on Linux, Windows, OS X and, to a lesser extent, on DOS. The source should
There is a beta server around hosting the most recent version of the current
code; the akrasiac page links to it. Besides finding bugs, ideas on how to
improve interface or gameplay are welcome as well.
There is a beta server around hosting the most recent version of the current
code; http://crawl.akrasiac.org/ links to it. Besides finding bugs, ideas on
how to improve interface or gameplay are welcome as well.
Crawl uses many hand-drawn (but often randomised) maps. Making them is fun and
easy. It's best to start with simple entry vaults (glance through
dat/entry.des for a first impression). Later, you may want to read
docs/level_design.txt for the full power. If you're ambitious, new maps for
Crawl uses many hand-drawn (but often randomised) maps. Making them is fun and
easy. It's best to start with simple entry vaults (glance through
dat/entry.des for a first impression). Later, you may want to read
docs/level_design.txt for the full power. If you're ambitious, new maps for
Monster talking provides a lot of flavour. Just like vaults, speech depends
upon a large set of entries. Since most of the speech has been outsourced, you
Monster talking provides a lot of flavour. Just like vaults, speech depends
upon a large set of entries. Since most of the speech has been outsourced, you
Since version 0.4, tiles are integrated within Crawl. Having variants of
often-used glyphs is always good. If you want to give this a shot, please
Since version 0.4, tiles are integrated within Crawl. Having variants of
often-used glyphs is always good. If you want to give this a shot, please