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"<w>I</w>. Religion\n"
"<w>J</w>. Mutations\n"
"<w>K</w>. Keymaps, Macros, Options\n"
"<w>L</w>. Licence, Contact, History\n"
"<w>M</w>. Philosophy\n"
"<w>I</w>. Targeting\n"
"<w>J</w>. Religion\n"
"<w>K</w>. Mutations\n"
"<w>L</w>. Keymaps, Macros, Options\n"
"<w>M</w>. Licence, Contact, History\n"
"<w>N</w>. Philosophy\n"
Detailed instructions for playing Crawl follow. If you want to read the
most important facts more quickly, then turn to the quick-start guide
(quickstart.txt) and learn as you play. You can do this within the game
as well from the help menu by pressing ?. Otherwise, it may be worth
your while to read at least part of this file (although it will probably
confuse you somewhat). Read at least the disclaimer in section L of this
document and the licence.txt file, though.
Detailed instructions for playing Crawl follow. To simplify this
manual, we assume that you use the standard distribution and that
you've not changed the default options. If you don't want to read the
whole manual and would prefer a short summary of the important points,
look at the quick-start guide (quickstart.txt) and learn as you play.
You can also read these documents while playing Crawl, by hitting ? at
the help menu.
When playing Crawl, you will undoubtedly want to develop a feeling for
the different monster types. For example, some monsters leave edible
corpses, others don't, and still others do so sometimes. Guided by
intuition, you will soon figure out which monsters make the best meals.
Likewise, ranged or magic attackers will prove a different kind of
threat from closed combateers. Learn from past deaths and remember which
monsters pose the most problems. Try to treat problem opponents with
different measures in future encounters.
When playing Crawl, you will undoubtedly want to develop a feeling for
the different monster types. For example, some monsters leave edible
corpses, others don't, and still others do so sometimes. Guided by
intuition, you will soon figure out which monsters make the best
meals. 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.
Another useful command is the '{' key, which lets you inscribe items
with a comment. You can also inscribe commands; in particular inscribing
'=k' will cause the item to be completely ignored from then on (it can
only be picked up if all items on that square have the '=k' mark). An
item with '@w9' can be wielded with the command 'w9', regardless of its
actual item slot (here 'w'ield could be replaced by any sensible command
key, using '*' signifies all keys at once; and '9' could be substituted
by any digit). An item with '!w' demands confirmation before wielding.
Another useful command is the '{' key, which lets you inscribe items
with a comment. This is often used to denote special properties of an
item, making for easier navigation of large quantities of artefacts.
You can also inscribe commands; in particular inscribing '=k' will
cause the item to be completely ignored from then on (it can only be
picked up if all items on that square have the '=k' mark). An item with
'@w9' can be wielded with the command 'w9', regardless of its actual
item slot (here 'w'ield could be replaced by any sensible command key,
using '*' signifies all keys at once; and '9' could be substituted by
any digit). An item with '!w' demands confirmation before wielding.
The following paragraph describes how to target monsters using your
ranged attack. The same interface is employed for the casting of many
spells, and the zapping of certain wands.
Targeting:
----------
When throwing something, you are asked for a direction. There are
several ways to tell Crawl which monster to target:
- Typing Shift-direction on your keypad fires straight away in that
direction.
- Pressing 'p', 't' or 'f' fires at the previous target (if it is still
alive and in sight).
- Pressing '+' or '=' cycles between hostile monsters, starting from
the one closest to you and proceeding to monster farther away; '-'
cycles backwards.
Press '.' (period) or Del or Enter 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 is the only way to attack
submerged creatures.
Ctrl-F changes which monsters are cycled: hostiles, friends, all.
- Any direction key will move the cursor; press one of '.', Del, Enter,
Space, '!' as above if you have selected your target. It is possible
to target empty spaces this way, if you want (this can become useful
for spells).
- Simply pressing '.' or Del or Enter at the prompt causes you to
target yourself. This can be useful when zapping certain wands (see
below). If the action looks more like an accident, you will be asked
for confirmation.
The interface for shooting or throwing things is also used for zapping
wands and casting certain spells, and is described in detail in
section I (Targeting).
a Spriggan - these despise meat). Despite the fact that corpses are
represented by the same '%' sign as food, you can't eat them without
first cutting them into pieces with the 'D' command. Being extremely
hungry helps you choke down the raw flesh. Even then, you should choose
your homemade food with great care. In order to dissect a corpse with
the 'D' command, you need to have a proper tool (like a knife or short
sword). Cutting off the least bad parts will take some turns and produce
a number of 'chunks' eventually. These can be eaten with 'e' command
as above. Crawl will automatically switch to an uncursed butchering tool
when you type 'D', and it will also switch back to your previous weapon
as long as you didn't get interrupted.
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
them into pieces with the 'D' command. Being extremely hungry helps
you choke down the raw flesh. Even then, you should choose your
homemade food with great care. In order to dissect a corpse with the
'D' command, you need to have a proper tool (like a knife or short
sword), although claws will also do. Cutting off the best parts will
take some turns and produce a number of 'chunks' eventually. These can
be eaten with 'e' command as above. Your character will automatically
switch to an uncursed butchering tool when you type 'D', and will also
switch back to your previous weapon unless you get interrupted while
butchering your food.
Some classes are less restricted about selfmade food: Trolls can use
their claws, so do not need a cutting device. Also Trolls, Orcs, Ogres,
and Kobolds care less (in different degrees) about the quality of the
corpse. Ogres and Trolls are happy to have corpse-snacks anytime. This
does not apply to Ogre Mages, as that race separated itself from the
brutish traits of their distant relatives.
Some classes are less fastidious about their food: Trolls can use
their claws, so do not need a cutting device. Also Trolls, Orcs,
Ogres, and Kobolds care less (in different degrees) about the quality
of the corpse. Ogres, Trolls and Kobolds are happy to eat raw meat at
any time. This does not apply to the more civilised (and more
pretentious) Ogre Mages.
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 zapping the wand. Wands are
aimed in the same way as missile weapons, and you can invoke the power of
a wand by 'z'apping it. There are a number of beneficial wands like
hasting which can be sensibly targeted at yourself.
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 zapping the
wand. Wands are aimed in the same way as missile weapons, and you can
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 you do so.
demanding a target, the comments on using missile weapons apply.
demanding a target, the comments on using missile weapons apply. You
can also press 'I' to just have a look at all spells memorised. Note
that '=' allows you to change what spells are assigned to what keys.
Some books have other special effects, and powerful spellbooks have been
known to punish the attentions of incompetent magicians. Occasionally
you will find manuals of some skill. Reading these will cause your free
experience to go straight into that skill.
Some books have other special effects, and powerful spellbooks have
been known to resent the attentions of incompetent magicians.
Occasionally you will find manuals of some skill. Reading these will
cause your free experience to go straight into that skill.
You activate a memorised spell by pressing 'Z' (for Zap). The spells
available are labelled with letters; you are free to change this
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
dealing ones, require a target. This is done in the same way as
throwing projectiles: choose a target with the '+' or '-' keys or just
move the cursor there manually and press '.' (or Enter or Space or Del)
to fire; or press Shift-direction to shoot straight away in that
direction. Press '?' for targeting help or see appendix 4 for a list of
all commands.
dealing ones, require a target. See the next section I. for details on
how to target.
I. RELIGION
When throwing something, or zapping certain wands, or casting spells,
you are asked for a direction. There are several ways to tell Crawl
which monster to target. (The following list assumes the option setting
default_target = true which is default.)
You can press '?' when asked for a direction; this will bring up a help
screen.
- 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 of '.'
(period) or Del or Enter 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, and is also the only way to attack submerged creatures. 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', 't' or 'f' fires at the previous target (if it is still
alive and in sight).
Due to this, most hunters can go a long way by pressing 'ff' to fire
their ammunition at a monster and then keep firing at it with further
'ff' strokes. At times, it will be useful to switch targets with the
'+' or '-' commands, though.
It is possible to target yourself: obviously beneficial effects like
hasting or healing will actually target the cursor on you, leaving to you
only the pressing of '.', Enter etc. - except if you want to heal or
haste someone else. If you target yourself while firing something harmful
(which can be sensible at times), you will be asked for confirmation.
Finally, there are some more targeting related commands:
- Ctrl-F changes which monsters are cycled when using '+', '=' or '-':
hostiles, friends, or all monsters.
- Ctrl-P and Ctrl-N allows to change the ammunition. This is useful when
you have several types of appropriate ammunition, say poisoned needles
and curare needles. Your last usage will be remembered.
- The ':' key allows you to display the path of your spell/wand/missile.
--------------------------------------------------------------------------------
J. RELIGION
The 'p' command lets you pray to your God. Anything you do while
praying, you do in your God's name - this is how you dedicate your kills
or corpse-sacrifices ('D' command) to your God, for example. Note that
not all gods like this. Praying also gives you a sense of what your God
thinks of you, and can be used to sacrifice things at altars. Not all
gods need to be addressed by constant prayers - it's the cast mostly for
gods who delight in kills or corpses.
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 'pD' to pray
first, and then dissect. Note that not all gods like this. Praying also
gives you a sense of what your God thinks of you, and can be used to
sacrifice things at altars. If for some reason you would rather like to
stop praying at some point, just press 'p' again.
K. KEYMAPS, MACROS, OPTIONS, PERFORMANCE
L. LICENCE, CONTACT, HISTORY
------------------------------------------------------------------------
Licence: Read Licence.txt for information about the Crawl licence
(which is nearly identical to the Nethack 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
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 Usenet
newsgroup rec.games.roguelike.misc. Flag queries with -crawl- as other
games are also discussed there. 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'). Some
players, especially those on crawl.akrasiac.org, also frequent ##crawl
on IRC's freenode network.
Stone Soup's homepage is at
http://crawl-ref.sourceforge.net
Use this page for direct links to downloads of the most recent version.
You can also submit bug reports and feature requests there. Be sure to
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
newsgroup first.
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
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 Usenet
newsgroup rec.games.roguelike.misc. Flag queries with -crawl- as other
games are also discussed there. 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'). Some players, especially those on
crawl.akrasiac.org, also frequent ##crawl on IRC's freenode network.
Stone Soup's homepage is at
http://crawl-ref.sourceforge.net
Use this page for direct links to downloads of the most recent version.
You can also submit bug reports and feature requests there. Be sure to
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
newsgroup first.
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. PHILOSOPHY (pas de faq)
------------------------------------------------------------------------
dungeon for items to sell. Of course, there are gods accepting all kinds
of sacrifices (and thus altar hoovering) but there are generally better
ways to increase piety there. Another instance: there's no infinite
dungeon for items to sell. Another instance: there's no infinite
way. Crawl definitely is winnable without spoiler access (unlike some
other games). 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/must 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.
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.
have no access to most of these utilities). In particular, all
information should be clearly available and documented in-game. We hope
to have achieved this at least partially.
have no access to most of these utilities). The tutorials are one step
in that direction and in general, all information should be clearly
available and documented in-game. The interface is designed with being
radically player-friendly and customisable.
with it. However, they are very capable at earth and fire magics. Thus,
many a Mountain Dwarf started career as an elementalist in one of those
schools.
with it. However, they are very proficient at earth and fire magics.
Thus, many a Mountain Dwarf started career as an elementalist in one of
those schools.
In-game toggles:
Ctrl-A Toggle autopickup.
Ctrl-V Toggle auto-prayer. (You might want to set
runrest_ignore_message = offer a prayer
runrest_ignore_message = prayer is over
runrest_ignore_message = pleased with you
runrest_ignore_message = exalted
if you are using autoprayer.)
Ctrl-P, These two commands allow to change ammunition
Ctrl-N while targeting. The choice is subject to the
fire_order option. Usually, you change missiles
according to your launcher: ie. when wielding a
bow, Ctrl-N and Ctrl-P will cycle through all
stacks of arrows in your inventory.
Interlevel travel menu ('Ctrl-G')
---------------------------------
Interlevel travel allows you to specify a destination far away from your
current place. Crawl will chose the shortest path to move there. Should
you get interrupted, the old destination is saved and can be reused.
Other shortcuts are:
< Travels to the nearest upstairs.
> Travels to the nearest downstairs.