git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@453 c06c8d41-db1a-0410-9941-cceddc491573
RVST2QHYJ757ZHK4AUJ5NGPDZ44AD6RVFVXYPKQIBJXZBDNUCHXQC
Dungeon Crawl Reference Notes
------- ----- --------- -----
What you have downloaded is *not* Linley's Dungeon Crawl. It's a parallel
effort, currently not quite a fork.
The goal of this version is to provide a stable base platform for
experimentation and patches, and to fill in the gaps during times when
Dungeon Crawl's main maintainer is not available.
Please do not send bug reports for this code to the main Dungeon Crawl
maintainers -- the odds are good that the code that's causing you problems
isn't code they wrote, and they won't be able to help you.
/*
* File: Precomp (Common).h
* Summary: The header included by the CodeWarrior precompiled header files.
* Written by: Jesse Jones
*
* Change History (most recent first):
*
* <1> 5/25/02 JDJ Created
*/
// In order for precompiled headers to work on MSVC this header must be included
// before *anything* else.
#if _MSC_VER >= 1100
#pragma message("Compiling Precomp (Common).h (this message should only appear once per project)")
#endif
#ifndef PRECOMP_COMMON_H
#define PRECOMP_COMMON_H
// ===================================================================================
// Debug Macros
// ===================================================================================
#ifdef _DEBUG
#define DEBUG 1
#define RELEASE 0
#if __MWERKS__
#define MSIPL_DEBUG_MODE
#endif
#else
#define DEBUG 0
#if __profile__
#define RELEASE 0
#else
#define RELEASE 0
#endif
#if !defined(NDEBUG)
#define NDEBUG // used by <assert.h>
#endif
#endif
// ===================================================================================
// Misc Macros
// ===================================================================================
#if MAC
#define TARGET_API_MAC_CARBON 1
#define __CF_USE_FRAMEWORK_INCLUDES__
#endif
#if MAC && !defined(macintosh) // macintosh isn't defined for MACH-O
#define macintosh 1
#endif
#include <mslconfig>
// ===================================================================================
// C++ Includes
// ===================================================================================
#include <algorithm>
#include <cstdio>
#include <iostream>
#include <limits>
#include <list>
#include <map>
#include <set>
#include <string>
#include <vector>
#endif // PRECOMP_COMMON_H
/*
* File: Precomp (Mac-D).pch++
* Summary: Precompiled header for Mac debug builds.
* Written by: Jesse Jones
*
* Change History (most recent first):
*
* <1> 5/25/02 JDJ Created
*/
#pragma precompile_target "Precomp (Mac-D)"
#define MAC 1
#define _DEBUG // this is how we know a build is a debug build on Windows so we'll use the same mechanism on the Mac
#include "Precomp (Common).h"
/*
* File: Precomp (Mac-R).pch++
* Summary: Precompiled header for Mac release builds.
* Written by: Jesse Jones
*
* Change History (most recent first):
*
* <1> 5/25/02 JDJ Created
*/
#if __profile__
#pragma precompile_target "Precomp (Mac-P)"
#else
#pragma precompile_target "Precomp (Mac-R)"
#endif
#define MAC 1
#include "Precomp (Common).h"
/*
* File: Precomp (Posix-D).pch++
* Summary: Precompiled header for Posix debug builds.
* Written by: Jesse Jones
*
* Change History (most recent first):
*
* <1> 5/25/02 JDJ Created
*/
#pragma precompile_target "Precomp (Posix-D)"
#define UNIX 1
#define BSD 1
#define _DEBUG // this is how we know a build is a debug build on Windows so we'll use the same mechanism on the Mac
#include "Precomp (Common).h"
Notes for building crawl with VACPP
-----------------------------------
* when including source, make sure source type is
defined to be 'cpp' - VACPP doesn't know how to
handle .cc extensions.
* include libw32c.cc as a source object;
ignore the other lib*.cc files
* define the macro WIN32CONSOLE
* MUST build with signedchars = yes
* MUST build with emumsize = 4
* target architecture should probably be 486 machines.
According to jmf, targetting Pentium class machines
implies Pentium-specific instructions which are
actually slower on PPro/PII/PIII machines.
Other than this, it's pretty straightforward.
Notes for building crawl with Borland C++ 5.01
----------------------------------------------
Don't bother. Borland C++ 5.01 has a broken
STL library that requires manual patching to get
around. Use the free commandline tools from Borland
instead.
Notes for building crawl with Borland C++ 5.5 free commandline tools
--------------------------------------------------------------------
* make sure your ilink32.cfg contains entries for at least lib and lib\psdk,
for example:
-L"g:\bcc55\lib;g:\bcc55\lib\psdk"
(This may already be done if you've set up Borland for use with VIDE)
* cd to the source directory and edit 'makefile'
* set MAKEFILE=makefile.bor
* comment out the OTHER=-j2 line
* remove EXTRA_FLAGS=... from command (set flags in makefile.bor instead)
* finally, type 'make all' ('make' may default to 'make debug' which isn't
quite supported yet using the free tools)
So, you want to start playing Crawl straight away without bothering with the
manual? Read this, the guide to starting Crawl with a minimum of preparation.
When you get some more time, you can read crawl.txt in the Docs directory
for more detailed information.
So, you want to start playing Crawl straight away without bothering with the
manual? Read this, the guide to starting Crawl with a minimum of preparation.
When you get some more time, you can read crawl_manual.txt in the Docs directory
for more detailed information. Also take a look at README.stone_soup.txt - this
is not the official distribution of Linley's Dungeon Crawl.
I suggest printing it out and following its instructions while playing your
first few games (you can also press '?' while playing for a list of commands).
I suggest printing out this file and following its instructions while playing
your first few games (you can also press '?' while playing for a list of
commands).
# well as imediately before and after the '='. All other whitespace
# is left alone.
#
# well as imediately before and after the '='. If the option allows multiple
# comma/semicolon-separated terms (such as ban_pickup), all whitespace around
# the separator is also trimmed. All other whitespace is left intact.
# Directory for reading macro.txt and init.txt, and dumping characters.
# It should end with the path delimiter.
# crawl_dir=/home/bwross/crawl/
# Here's a list of autopickup types:
#
# ) Weapons
# ( Missiles
# [ Armour
# / Wands
# % Food
# ? Scrolls
# " or = jewellery
# ! Potions
# + or : Books
# \ or | Staves
# 0 Orbs
# } Misc items
# X Corpses
# $ Gold
autopickup = $?!:"/0
#
# assign_item_slot
#
# When picking up items, the inventory slot into which the item goes is
# normally the first free slot from a-zA-Z. Setting assign_item_slot to
# "backward" changes the slot assignment to work backwards. For instance, if
# you have items on 'a' and 'c', and assign_item_slot = forward, the next item
# will go into 'b'. If assign_item_slot = backward, the next item will go to
# 'd' instead.
#
# assign_item_slot = backward
#
# dump_kill_places
#
# In the Vanquished Creatures list, this option controls how the locations of
# each kill are displayed. Use 'none' to suppress place display altogether,
# 'all' to display all known kill places, anything else to default to showing
# the kill place only for single kills
#
# dump_kill_places = all
#
# dump_item_origins
#
# The game remembers where you find items. If you want this item origin memory
# listed in your dumps, use this option to select which items get annotated. The
# default behaviour is for artifacts and rods to get annotated.
#
# Available selectors: artifacts, ego_arm, ego_weap, jewellery, runes, rods,
# staves, books, all.
#
# If you use multiple dump_item_origins lines, the last line takes effect; all
# preceding lines are ignored.
#
# If you don't want any items to be annotated, set dump_item_origins to "none",
# and set dump_item_origin_price to -1.
#
# dump_item_origins = artifacts, ego_weap, ego_arm, rods, staves, runes
# weapon = (random | short sword | hand axe | spear | mace | trident)
# chaos_knight = (Xom | Makhleb | random)
# death_knight = (necromancy | Yredelemnul | random)
# priest = (Zin | Yredelemnul | random)
# race = (Human |...| Merfolk | random)
# class = (Fighter |...| Wanderer | random)
# random_pick = true
# Base Lua file that's needed by other Lua scripts. You must source this
# before you source any Lua script that relies on this. For safety, always
# source this first.
#
# lua_file = lua\base.lua
lua_file = lua/base.lua
lua_file = lua/stash.lua
lua_file = lua/wield.lua
lua_file = lua/kills.lua
lua_file = lua/runrest.lua
lua_file = lua/gearset.lua
lua_file = lua/eat.lua
lua_file = lua/trapwalk.lua
# Control what messages stop shift+running and resting.
##### 4-a Picking up and Dropping ###############
#
autopickup = $?!:"/%
# default_autopickup = false
# safe_autopickup = true
# safe_zero_exp = false
# pickup_thrown = true
# pickup_dropped = false
# assign_item_slot = backward
# lua_file = lua\runrest.lua
#
# If you want more detailed kill statistics, you can use a LUA script to do
# that. See kills.lua for more ideas.
#
# lua_file = lua\kills.lua
#
# If you'd like to switch quickly between sets of gear, you can use this. See
# gearset.lua for more information.
#
# lua_file = lua\gearset.lua
#
# This lua script prompts you to eat chunks in inventory (after prompting for
# eating off the floor).
#
# lua_file = lua\eat.lua
#
# stash.lua annotates items to make for easier stash-searches. Weapons are
# prefixed by the name of the weapon skill, so you can search for "long blades"
# and find everything that exercises that skill. See stash.lua for more details.
ban_pickup = degeneration,decay,confusion,potions? of slowing
ban_pickup = potions? of strong poison,potions? of poison
ban_pickup = inaccuracy
ban_pickup = scrolls? of paper,immolation,curse armor,curse weapon
ban_pickup = forgetfulness,uselessness,noise,torment
#
# Set to true if targeting should wrap around from last to first and vice versa
#
# target_wrap = true
#
# When cycling through items/features with 'x' look-around, setting target_oos
# to true allows you to jump the cursor to items and features that are outside
# line-of-sight but in the main view. Defaults to true. See also
# target_los_first.
#
target_oos = true
# target_wrap = false
# target_oos = false
# target_los_first = false
# confirm_self_target = true
# default_fizzlecheck = true
#
# When cycling through items/features with the 'x' look-around command, setting
# target_los_first to true will force the cursor to squares in line-of-sight
# before going to squares outside LOS. Defaults to true.
##### 4-c Passive Sightings #####################
# Allows you to specify special characters as \{nn} when creating macros or
# keymaps. For instance, you can macro a key to Enter by specifying a mapping
# of \{13} when this is set to true. If you want to map a key to a backslash
# with macro_meta_entry set true, escape the backslash as \\.
#
# Defaults to true.
#
macro_meta_entry = true
heap_brand = reverse
friend_brand = hi:green
stab_brand = hi:blue
# may_stab_brand = hi:yellow
pickup_dropped = false
# assign_item_slot = backward
# List of item name regexes for items which autopickup will never touch. You
# can use multiple ban_pickup lines.
#
# ban_pickup = degeneration,decay,confusion
# ban_pickup = inaccuracy
# ban_pickup = scrolls? of paper
# Option to turn off colouring the level-map with travel information
#
# Monsters found by detect creatures will be coloured this colour (defaults
# to darkgrey):
#
detected_monster_colour = lightred
#
# Items found by detect items will be given this colour (defaults to darkgrey)
#
detected_item_colour = green
#
# Remembered monsters can be shown with their actual colours (real), or
# assigned an arbitrary colour by name.
#
# remembered_monster_colour = real
remembered_monster_colour = darkgrey
# How long travel waits after each move (milliseconds).
#
# travel_avoid_terrain = shallow water, deep water
# The square of the radius around travel-excluded squares where travel will
# refuse to go. Set to zero if you want to exclude single squares.
# stop_travel = Something appears
# stop_travel = god:wrath finds you
# Playing sounds:
# Option is set as sound = <regex>:<path to sound file>. Your regex should not
# include commas or colons.
# sound = LOW HITPOINT WARNING:sound\sounds2\danger3.wav
# Tracking stashes. Valid options are 'all', 'dropped' and 'explicit'. Anything
# else disables stash tracking
stash_tracking = all
# Filter corpses (14) and chunks of meat (4:21) out of the stash-tracker.
# The filter syntax is object class:object subtype. So, to filter, say, potions
# of degeneration, you'd use 8:14 (where 8 is for OBJ_POTIONS and 14 is
# POT_DEGENERATION). See enum.h for all the magic numbers involved.
stash_filter = 14, 4:21
# Substrings that will stop travel if they're present in any message the game
# displays. Substrings can be comma separated, and multiple stop_travel lines
# are accepted.
# Stop travel if Xom grants us a gift suddenly.
stop_travel = Something appears
# To limit a substring match to a message channel, prefix the substring with the
# channel name and a colon. For instance, if you want travel to stop when you're
# hit by divine retribution, you could use:
# stop_travel = god:wrath finds you
# If you'd like to stop travel for any message sent to a particular channel, use
# a stop_travel line with that message channel name and a colon alone. For
# example, if you've an amulet of the gourmand, and are hankering after rotten
# meat, or you're playing a ghoul:
# stop_travel = rotten_meat:
# Stop travel for any god messages (including prayer)
stop_travel = god:
# verbose dump causes less important item details to appear in character dumps
# verbose_dump = false
# Colours out of sight map features on the playing screen
colour_map = true
# Cleans up out of sight monsters and clouds on the map
clean_map = false
# To be able to drop multiple items from the drop menu in one go, enable
# multidrop (you can also switch to multidrop from the classic drop menu using
# the @ key).
##### 4-g Stashes ###############################
# When selecting items using the global select key (, or -) in a multidrop
# listing, you can choose to apply a filter - only items whose names match
# the filter will be selected. The filter strings are regexes.
##### 4-h Command Enhancements ##################
# For instance, to quickly select carrion and rotting chunks of meat, you
# could use:
#
# drop_filter = skeleton, rotting, corpse
# Open doors by moving on to them
# easy_open = false
# Auto-switch to uncursed short blade for butchery (EXPERIMENTAL!)
easy_butcher = true
# Allows auto removal of armour when dropping it
# easy_armour = false
# Make confirmation queations easier to answer:
# none = force capitals on Y/N questions
# safe = force only on questions that will end game
# all = never force capitals
# WARNING TO KEYPAD USERS: The number 7 is mapped to the letter 'y',
# which can result in accidentally answering yes to questions; it is
# suggested that you use a value of 'none' or 'safe'
easy_confirm = safe
# Setting this option to true allows the quitting of item listing with
# space as well as escape. These lists are essentially all of those
# that are requesting an inventory item and accept '?' and '*'.
#
# The identify list will never easy quit. The default is false.
# auto_list = true
# lowercase_invocations = true
# easy_open = true
# easy_butcher = true
# easy_armour = false
# easy_confirm = (none | safe | all)
# This option adds the text "uncursed" to items where the
# curse status is relevent and known. Does not bother to
# show "uncursed" on items that are fully identified (showing pluses),
# since that wound be redundant and waste space.
show_uncursed = true
#
# The weapon option allows defaulting on the weapon selection screen
#
# Valid weapons are short sword, hand axe, spear, mace, and trident...
# although tridents are restricted to only merfolk and gladiators, so
# you'll get queries for the illegal cases.
#
# weapon = hand axe
#
# These allow auto-selection of other third-screen options.
#
# Select "random" for random choice.
#
# chaos_knight => Xom or Makleb
# death_knight => necromancy or Yredelemnul
# priest => Zin or Yredelemnul
#
# chaos_knight = xom
# death_knight = necromancy
# priest = random
#
# The random_pick option will randomly generate a character.
# The above options (weapons and class options) will override where
# appropriate.
#
# random_pick = true
# Macro colours to other colours
#
# Useful for terminals where some colours are hards to read (and cannot
# be adjusted), as well as for creating a custom scheme, especially
# when used with the background option on a terminal with a non-black
# background.
#
# Format is colour.OLDCOLOUR = NEWCOLOUR, later rules take preference and
# the NEWCOLOUR is always literal (ie. it won't re-evaluate to a different
# colour).
#
# The colours are:
#
# black, blue, green, cyan, red, magenta, brown, lightgrey, darkgrey,
# lightblue, lightgreen, lightcyan, lightred, lightmagenta, yellow, white
#
# lightgray = lightgrey, darkgray = darkgrey
# colour.lightgray = black
# colour.white = black
# colour.lightcyan = cyan
# colour.yellow = brown
#
# always_greet will give the race/class and god messages everytime the
# game is started.
#
always_greet = true
# Set the default background colour of your window
# Warning: setting this to a value different than the window's background
# colour, will probably result in some very ugly results.
# background = white
# default_autoprayer = true
# sort_menus = true
# Brand friendly monsters with a curses attribute... these might not
# do what you think, it depends on the terminal being used (and won't
# work with non-curses compiles).
#
# Available options, with typical results:
#
# standout -- often the same as reverse, might be underline or dim
# bold -- used by colour curses for brightening foreground colours
# blink -- used by colour curses for brightening background colours
# reverse -- this will probably work
# dim -- probably no effect
# underline -- this will probably work
# highlight:col -- set background colour of highlighted monsters to "col"
#
# This is somewhat interesting (blink here is used to give friends a
# dark grey background, and then we change dark grey so we can see bats):
#
# friend_brand = blink
# colour.darkgrey = magenta
#
# Brand friends with a green background. If the friend is itself green, it'll
# show up as black on green.
#
# friend_brand = hi:green
friend_brand = reverse
#
# Stab warning.
#
# Some deities object to you stabbing monsters. Certain classes specialise
# in stabbing monsters. For both these cases, it helps to identify monsters
# that are susceptible to being stabbed without using the 'x' command. This
# option brands sleeping monsters. All the normal 'brand' options apply.
#
# stab_brand = hi:blue
#
# Stabbing may be possible even if the monster is not asleep (if it's confused,
# for instance). This option brands monsters that you *might* be able to stab,
# provided the monster is adjacent to you. Primarily useful for worshippers of
# The Su^WShining One. Purists may consider this unnecessarily spoily and a
# cheat. Direct such opinions to <scintilla@gmail.com>
#
# may_stab_brand = hi:darkgrey
#
#
# On DOS and Windows, if you're using a console that can do high-intensity
# background colours, set this option to true for superior friend-branding.
# If your console doesn't like this option, some friendly monsters will appear
# as blinking characters (and setting this option to false may be advisable
# to preserve your sanity in such cases).
#
# dos_use_background_intensity = true
# Colour items on level-map
#
# item_colour = true
# Brand heaps of items (more than one item or stack). Options apply as for
# friend_brand.
#
# heap_brand = reverse
# Message channel options:
#
# Format is channel.CHANNEL_NAME = (COLOUR|mute|default|on|off|plain)
#
# CHANNEL_NAME can currently be one of these:
# plain = regular text (and things "uncoloured")
# prompt = input prompts to the player
# god = messages from the gods
# duration = messages about character spells/effects wearing off
# danger = serious threats to the characters existence
# food = warnings about food
# warning = various other warnings
# recovery = recovery from disease/stat loss/poison conditions
# talk = monsters talking (acting)
# intrinsic_gain = level/stat/species power gains
# mutation = gain/lose mutations
# monster_spell = messages about monsters gesturing and casting spells
# monster_enchant = messages pertaining to monster enchantments (up or down)
# monster_damage = messages telling how damaged a monster is
# rotten_meat = messages about chunks/corpses becoming rotten
#
# COLOUR can be any of the colours in the colour section above.
#
# Other channel options:
#
# mute = show no messages from channel (dangerous, be careful!)
# default = turn channel on to it's default scheme
# alternate = turn channel on to it's alternate "colourful" scheme
# on = same as default
# plain = make channel the same colour as the "plain" channel
# (won't do anything silly like "mute" if plain == mute, though)
# off = same as plain
#
# Note: The only multi-colour channels currently are monster_damage and
# god. Setting god to a COLOUR will make all god messages that
# colour. Setting monster_damage to a colour will make the
# "monster dies" messages that colour, and the "injured" messages
# will be plain coloured. More control of these and other channels
# will be coming later.
#
# channel.plain = green
# channel.talk = mute
# channel.warning = plain
# channel.diagnostic = mute
# channel.rotten_meat = yellow
# channel.god = alternate
# channel.mutation = green
#
# hp_warning gives "* * * LOW HITPOINT WARNING * * *" on the danger channel
# when the player takens damage and their hitpoints are less than this
# percentage of their maximum (use 0 to turn off these messages).
# show_uncursed = false
# Use to preselect race. Argument can be:
#
# - letter used in the character creation process
# - two letter abbreviation used on the high score board
# - a string to match against the full name
# menu_colour = lightred: cursed.*(worn|neck|hand|weapon)\)
# menu_colour = green:(worn|neck|hand|weapon)\)
# menu_colour = red: cursed
# Fire command options
#
# fire_items_start - sets the first inventory item to consider (default is a)
#
# fire_order - controls when to consider types of items
#
# launcher, dart, stone, dagger, spear, handaxe, club
#
# The list should be on one line, with commas between items.
#
# Launcher refers to firing the appropriate missile for the wielded
# weapon (ie crossbow, bow, sling)... you'll probably want it first, as
# it'll be ignored when you're not wielding a ranged weapon. The default
# is "launcher, dart" which matches the old behaviour.
#
fire_items_start = c
fire_order = launcher, dart, stone
#
# auto_list
#
# Setting this to true if you want to automatically list appropriate
# inventory items for commands like quaff and read. This is like
# immediately hitting '?', and can be confusing to beginners because
# they won't get to see the prompts.
#
# This option does not apply to spell casting... Conjurers would probably
# find that really annoying.
#
# auto_list = true
# autoinscribe = royal jell:=g
# These are useful when using macros. Setting one of these
# sub-options to true will cause the entire input buffer to
# be dumped and thus effectively stop the macro.
#
# The sub-options currently are (and their defaults):
#
# failure -- when spells/abilities get miscast (true)
# command -- whenever the game is aboutn to get the next command (false)
# message -- whenever the game outputs a non-mute message (false)
#
# kill_map = friend:you, other:you
# dump_kill_places = (single | all | none)
# dump_item_origins = all,artifacts,ego_arm,ego_weap,jewellery,runes
dump_item_origin_price = 100
dump_message_count = 4
# dump_order = header,stats,misc,notes,inventory,skills
# dump_order += spells,mutations,messages,screenshot,kills
# verbose_dump = true
# Set this to false to have the "in hand" description on the main screen
# the same as the inventory. The default setting of true will give the
# newer more terse description that should fit the limited space better
# (but will be harder for newbies to understand).
# terse_hand = false
# use_notes = false
note_items = rod,book,rune
ood_interesting = 8
# note_hp_percent = 5
# note_skill_levels = 1,5,10,15,27
# note_skill_max = true
Dungeon Crawl version 3.40
(Copyright 1997, 1998, 1999 Linley Henzell)
Crawl is a fun game in the grand tradition of games like Rogue, Hack and
Moria. Your objective is to travel deep into a subterranean cave complex and
retrieve the Orb of Zot, which is guarded by many horrible and hideous
creatures.
Detailed instructions for playing Crawl follow. If you want to get into the
game quickly, read the quick-start guide (README.TXT) and learn as you play.
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
at the end of this document and the LICENCE.TXT file, though.
----------------------------------------------------------------------------
CHARACTER SPECIES
----------------------------------------------------------------------------
You have a number of different species to choose from. This affects several
characteristics:
o Your choice of classes
o Your initial attributes
o Occasional bonus points added to some abilities
o The amount of hit points you get each level
o The amount of magic points you get each level
o Your initial equipment
o Your rate of level advancement
o Your rate of skill advancement
o Various special abilities and powers
Note: Some species are slower than humans in most/all skills. For some
classes 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.
If you practise the skills you think or know are missing early on, they
should pick up the remaining skills very quickly (and their training will be
more complete).
The species:
Human:
Humans tend to be hardworking and industrious, and learn new things quickly.
The human race is the most versatile of all the species available to
players. Humans advance quickly in levels and have equal abilities in all
skills. Humans can also be of any class.
Elves:
There are a number of distinct races of elf in the world. Elves are all
physically slight but long-lived people, quicker-witted than humans but
sometimes slower to learn new things. Elves are especially good at using
those skills which require a degree of finesse, such as stealth, sword-
fighting and archery, but tend to be poor at using brute force and inelegant
forms of combat. They find heavy armour uncomfortable, and make the finest,
lightest armours to be found anywhere. Elves are particularly good at using
elven weapons.
Due to their fey natures, all elves are good at using enchantments and air
elemental magic and most are poor at invoking the powers of earth and death
(necromancy).
Those of the most common strain are referred to simply as elves or, when
they're not listening, as common elves. Common elves have good intelligence
and dexterity, but suffer a bit in strength. They have slightly fewer HP and
slightly more magic than humans, and advance in experience a bit more
slowly.
High elves are a tall and powerful elven race who advance in levels very
slowly, requiring half again as much experience as do humans. They share the
same attributes as common elves in most respects, but their strengths and
weaknesses tend to be more pronounced.
Grey elves also advance slowly, but not as slowly as high elves. They excel
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 necromancy.
The deep elves are 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 fighting from a distance.
Sludge elves are a somewhat degenerate race of elves. They are mirror images
of 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 advance in level slightly
faster than their common brethren.
Dwarves:
Dwarves are short, hardy people. They love to fight, and often venture forth
from their subterranean cities to seek fame and fortune through battle.
Their armour and weapons are very well-crafted and much more durable than
the products of lesser artisans. Dwarves are particularly dangerous when
using dwarven weaponry.
Hill dwarves are extremely robust but are poor at using magic. They are
excellent at hand combat, especially favouring axes or bludgeoning weapons,
and are good at using armour and shields, but are poor at missile combat or
at using polearms (which are usually too big for them to wield comfortably).
The only forms of magic which they can use with even a minimal degree of
aptitude are earth, fire and conjurations. They advance in levels at a
similar rate to common elves.
Mountain dwarves come from the larger, more civilised communities of the
mountains. They advance slightly more quickly than hill dwarves and are
almost as robust while having similar aptitudes, but are slightly worse at
fighting while being slightly better at more civilised pursuits.
Halflings:
Halflings, who are named for being about half the size of a human, live in
small villages. They live simple lives, and have simple interests. Some
times a particularly restless halfling will leave his or her village in
search of adventure.
Halflings are very small and are among the least robust of any character
species. Although only average at most fighting skills, they can use short
blades well and are good at all forms of missile combat. They are 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 weapons.
Gnomes:
Gnomes are an underground-dwelling race of creatures, related to the
dwarves but even more closely in touch with the earth.
They are quite small, and share many of their characteristics with
halflings (except for the great agility), although they advance slightly
more slowly in experience levels. They are okay at most skills, but
excellent at earth elemental magic and very poor at air magic.
Occasionally they can use their empathy with the earth to sense their
surroundings; this ability increases in power as they gain experience
levels.
Orcs:
Hill orcs are orcs from the upper world who, jealous of the riches which
their cousins the cave orcs possess below the ground, descend in search of
plunder and adventure.
Hill orcs are as robust as the hill 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 earth and
fire elemental magic. They advance as quickly as humans.
Kobolds:
Kobolds are small, ugly creatures with few redeeming features. They are not
the sort of people you would want to spend much time with, unless you happen
to be a kobold yourself.
They have poor abilities and have similar aptitudes to halflings, without
the excellent agility. However, they are better than halflings at using
some types of magic, particularly summonings and necromancy. They often
live as scavengers, surviving on carrion, but are carnivorous and can
only eat meat. They advance in levels as quickly as humans.
The Undead:
As creatures brought back from beyond the grave they are naturally immune to
poisons and negative energy, have little warmth left to be affected by cold,
and are not susceptible to reductions in their physical or mental abilities.
There are two type of undead available to players: Mummies and Ghouls.
Mummies:
Mummies are undead creatures who travel into the depths in search of
revenge, redemption, or just because they want to.
Mummies progress very slowly in level, half again as slow as humans, and in
all skills except fighting, spellcasting and necromancy. As they increase in
level they become increasingly in touch with the powers of death, but cannot
use some types of necromancy which only affect living creatures. The side
effects of necromantic magic tend to be relatively harmless to mummies.
However, their dessicated bodies are highly flammable. They also do not need
to eat or drink, and in any case are incapable of doing so.
Ghouls:
Ghouls are horrible undead creatures, slowly rotting away. Although ghouls
can sleep in their graves for years on end, when they rise to walk among the
living they must eat flesh to survive. Raw flesh is preferred, especially
rotting or tainted meat, and ghouls gain strength from consuming it.
They aren't very good at doing most things, although they make decent
fighters and, due to their contact with the grave, can use ice, earth and
death magic without too many difficulties.
Naga:
The Naga are a race of hybrids: humanoid from the waist up, with a large
snake tail instead of legs.
They are reasonably good at most things and advance in experience levels at
a decent rate. They are naturally immune to poisons, can see invisible
creatures, and have tough skin, but their tails are relatively slow and
cannot move them around as quickly as can other creatures' legs (this only
affects their movement rate; all other actions are at normal speed). Their
body shape also prevents them from gaining full protection from most armour.
Every now and then, a naga can spit poison; the range, accuracy and damage
of this poison increases with the naga's experience level.
Ogres and Ogre Mages:
Ogres are huge, chunky creatures related to orcs. They are terrible monsters
who usually live to do nothing more than smash, smash, smash, and destroy.
They have great physical strength, but are bad at almost everything except
fighting and learn 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 means that they need to do so more frequently than
smaller folk.
Ogre-mages are a separate race of ogres who are unique among the beefier
species in their ability to use magic, especially enchantments. Although
slighter than their common ogre relatives they nevertheless have great
strength and can survive a lot of punishment. They advance in level as
slowly as high elves.
Trolls:
Trolls are like ogres, but even nastier. They have thick, knobbly skins of
any colour from putrid green to mucky brown and their mouths are full of
ichor-dripping fangs.
They can rip creatures apart with their claws, and regenerate very quickly
from even the most terrible wounds. They learn very slowly indeed - even
more slowly than high elves - and need a great amount of food to survive.
Draconians:
Draconians are a race of human-dragon hybrids: humanoid in form and
approximately human-sized, with wings, tails and scaly skins. Draconians
start out in an immature form with brown scales, but as they grow in
power they take on a variety of colours.
Some types of draconians have breath weapons. Draconians advance very slowly
in level, but are reasonably good at all skills but armour (most types of
which they cannot wear) and missile weapons.
Centaurs:
The Centaurs are another race of hybrid creatures: horses with a human
torso. They usually live in forests, surviving by hunting.
Centaurs can move very quickly on their four legs, and are excellent
with bows and other missile weapons; they are also reasonable at the
Fighting skill while being slow learners at specific weapon skills. They
advance quite slowly in experience level and are rather sub-average at
using magic. Due to their large bulk, they need a little extra food to
survive.
Demigods:
Demigods are mortals (humans, orcs or elves, for example) with some divine
or angelic ancestry, however distant; they can be created by a number of
processes including magical experiments and the time-honoured practice of
interplanar miscegenation.
Demigods look more or less like members of their mortal part's race, but
have excellent abilities (strength, 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.
Spriggans:
Spriggans are small magical creatures distantly related to elves. They
love to frolic and cast mischevious spells.
They are poor fighters, have little physical resilience, and are terrible at
destructive magic - conjurations, summonings, necromancy and elemental
spells. On the other hand, they are excellent at other forms of magic and
are very good at moving silently and quickly. So great is their speed that a
spriggan can keep pace with a centaur.
Minotaurs:
The minotaur is yet another hybrid - a human body with a bovine head. It
delves into the Dungeon because of its instinctive love of twisting
passageways.
Minotaurs are extremely good at all forms of physical combat, but are
awful at using any type of magic. They can wear all armour except for
some headgear.
Demonspawn:
Demonspawn are horrible half-mortal, half-infernal creatures - the flip side
of the Demigods. Demonspawn can be created in any number of ways: magical
experiments, breeding, unholy pacts, etc. Although many demonspawn may 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 activated with the 'a' command).
Demonspawn advance quite slowly in experience and learn most skills at about
the same rate as do Demigods. However, they are a little better at fighting
and much better at conjurations, summonings, necromancy and invocations.
Kenku:
The Kenku are an ancient and feared race of bird-people with a legendary
propensity for violence. Basically humanoid with bird-like heads and clawed
feet, the kenku can wear all types of armour except helmets and boots.
Despite their lack of wings, powerful kenku can fly and very powerful
members of this race can stay in the air for as long as they wish to do so.
They are experts at all forms of fighting, including the magical arts of
combat (conjurations, summonings and, to a lesser extent, necromancy). They
are good at air and fire elemental magic, but poor at ice and earth magic.
Kenku do not appreciate any form of servitude, and so are poor at using
invocations. Their light avian bodies cannot sustain a great deal of injury.
Merfolk:
The Merfolk are a hybrid race of half-human, half-fish that typically
live in the oceans and rivers and seldom come onto the land. The merfolk
aren't as limited on land as some myths suggest, their tails will quickly
reform into legs once they leave the water (and, likewise, their legs
will quickly reform into a tail should they ever enter water). Their
agility is often misjudged, and they tend to be surprising 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 form.
The Merfolk have developed their martial arts strongly on thrusting
and grappling, since those are the most efficient ways to fight
underwater. They, therefore, prefer polearms and short swords above
all other weapons, although they can also use longer swords quite well.
As spellcasters, they tend to be quite good in specific areas. Their
mystical relationship with water makes it easier for them to use
divination, poison, and ice magics... which use water occasionally
as a material component. The legendary water magic of the merfolk
was lost in ancient times, but some of that affinity still remains.
The instability of their own morphogenic matrix has made them very
accomplished transmuters, but most other magics seem foreign to them.
Note:
Some species have special abilities which can be accessed by the 'a'
abilities menu. Some also have physical characteristics which allow them
to make extra attacks using the Unarmed Combat skill.
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CHARACTER CLASSES
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In your quest, you play as one of a number of different types of characters.
Although each has its own strengths and weaknesses, some are definitely
easier than others, at least to begin with. The best 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.
Fighters:
Fighters start with a decent weapon, a suit of armour and a shield. They
have a good general grounding in the arts of fighting.
Gladiators:
The Gladiator is trained to fight in the ring, and so is an expert in the
art of fighting but is not so good at anything else. In fact, Gladiators are
pretty terrible at anything except bashing monsters with heavy things. They
start with a nasty weapon, a small shield, and armour.
Berserkers:
Berserkers are hardy warriors who worship Trog the Wrathful, from whom they
get the power to go berserk (as well as a number of other powers should they
prove worthy) but who forbids the use of spell magic. They enter the dungeon
with an axe and a set of leather armour.
Hunters:
The Hunter is a type of fighter who specialises in missile weapons. A Hunter
starts with a bow and some arrows, as well as a hunting knife and a set of
leathers.
Monks:
The Monk is a member of an ascetic order dedicated to the perfection of
one's body and soul through the discipline of the martial arts. Monks start
with very little equipment, but can survive without the weighty weapons and
spellbooks needed by other classes.
Thieves:
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, some throwing darts, and light armour.
Assassin:
An Assassin is a thief who is especially good at killing. Assassins are like
thieves in most respects, but are more dangerous in combat.
Stalkers:
The stalker is an assassin who has trained in the use of poison magic.
Crusaders:
The Crusader is a decent fighter who can use the magical art of enchantment
to become more dangerous in battle. Crusaders start out lightly armed and
armoured, but equipped with a book of martial spells.
Reavers:
Reavers are warriors who learn the magics of destruction in order to
complement their deadliness in hand combat.
Death Knights:
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 Demon-God Yredelemnul, and those who study the
fearsome arts of necromancy.
Chaos Knights:
The Chaos Knight is a fighter who chooses to serve one of the fearsome and
unpredictable Gods of Chaos. He or she has two choices: Xom or Makhleb.
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.
Paladins:
The Paladin is a servant of the Shining One, and has many of the abilities
of the Fighter and the Priest. He or she enters the dungeon with a sword,
a shield, a robe, and a healing potion.
Priests:
Priests serve either Zin, the ancient and revered God of Law, or the
rather less pleasant Death-God Yredelemnul. Although priests enter the
dungeon with a mace (as well as a priestly robe and a few healing
potions), this is purely the result of an archaic tradition the reason
for which has been lost in the mists of time; Priests are not in any way
restricted in their choice of weapon skills.
Healers:
The Healer is a priest of Elyvilon. Healers begin with minor healing
powers, but can gain far greater abilities in the long run.
Magicians:
The magician is not a class, but a type of class. A magician is the best
at using magic. Magicians start with a dagger, a robe, and a book of
spells which should see them through the first several levels. There are
various kinds of magicians:
A Wizard is a magician who does not specialise in any area of magic.
Wizards start with a variety of magical skills and the magic dart spell in
memory.
The Conjurer specialises in the violent and destructive magic of
conjuration spells. Like the Wizard, the Conjurer starts with the magic
dart spell.
The Enchanter specialises in the more subtle area of enchantment magic.
Although not as directly powerful as conjurations, high-level enchantments
offer a wide range of very handy effects. The Enchanter begins with
lightly enchanted weapons and armour, but no direct damage spell (since
enchantments does not deal with direct attacks). Instead they begin
with the "confusing touch" spell and some enchanted darts, which should
help them out until they can use the higher level enchantment spells.
The Summoner specialises in calling creatures from this and other worlds
to give assistance. Although they can at first summon only very wimpy
creatures, the more advanced summoning spells allow summoners to call on
such powers as elementals and demons.
The Necromancer is a magician who specialises in the less pleasant side of
magic. Necromantic spells are a varied bunch, but many involve some degree
of risk or harm to the caster.
Elementalists are magicians who specialise in one of the four types of
elemental magic: air, fire, earth, or ice.
Fire Magic tends towards destructive conjurations.
Ice Magic offers a balance between destructive conjurations and
protective enchantments.
Air Magic provides many useful enchantments in addition to some
unique destructive capabilities.
Earth Magic is a mixed bag, with destructive, defensive and utility
spells available.
Venom mages specialise in poison magic, which is extremely useful in the
shallower levels of the dungeon where few creatures are immune to it. Poison
is especially effective when used against insects.
Transmuters specialise in transmigrations, and can cause strange changes
in themselves and others.
Warpers specialise in translocations, and are experts in travelling long
distances and positioning themselves precisely.
Wanderers:
Wanderers are people who have not learned a specific trade. Instead,
they've travelled around becoming "Jacks-of-all-trades, master 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 is typically
harder to play than the other classes.
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EXPERIENCE
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When you kill monsters, you gain experience points (xp) (you also receive
one half 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.
Additionally, the experience you gain is used for your experience pool.
This pool of points is used up whenever you practice a skill.
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SKILLS
----------------------------------------------------------------------------
Your character has a number of skills which affect his or her ability to
perform certain tasks. You can see your character's skills by pressing the 'm'
key; the higher the level of a skill, the better you are at it. 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 (eg fight with a certain type of weapon, cast a certain
type of spell, or walk 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 down from 9 to 0 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 Fighting, and similarly with magic skills and
Spellcasting.
The species you have chosen for your character has a significant effect on
your rate of advancement in each skill. Some races are very good at some
skills and poor at others. If your character is naturally quick to learn a
skill, they will require less experience and take less time to advance in it;
being bad at a skill has the opposite result.
Here is a description of the skills you may have:
Fighting skills:
Fighting is the basic skill used in hand-to-hand combat, and applies no
matter which weapon your character is wielding (if any). It is also the
skill which determines the number of hit points your character gets as
they increase in level (note that this is calculated so that you don't get
a long run advantage by starting out with a high fighting skill).
Weapon skills affect your ability to fight with specific melee weapons.
Weapon skills include:
o Short Blades
o Long Blades
o Maces & Flails
o Axes
o Staves
o Polearms
If you are already good at a weapon, say a long sword, and you practise
for a while with similar weapon such as a short sword, your practise will
be speeded up (and will require less experience) until both skills are
equal. Similar types of weapons include:
o Short Blades and Long Blades
o Maces & Flails and Axes
o Polearms and Axes
o Staves and Polearms
Being good at a specific weapon improves the speed with which you can use
it by about 10% every two skill levels. Although lighter weapons are
easier to use initially, as they strike quickly and accurately, heavier
weapons increase in damage potential very quickly as you improve your
skill with them.
Unarmed Combat is a special fighting skill. It allows your character to
make a powerful attack when unarmed and also to make special secondary
attacks (and increases the power of those attacks for characters who get
them anyway). You can practise Unarmed Combat by attacking empty-handed,
and it is also exercised when you make a secondary attack (a kick, punch
etc). Unarmed combat is particularly difficult to use in combination with
heavy armour, and characters wearing a shield or wielding a two-handed
weapon other than a staff lose the powerful punch attack.
Throwing skills:
Throwing is the basic skill used when throwing things, and there are a
number of individual weapon skills for missile weapons as well:
o Darts
o Bows
o Crossbows
o Slings
Magic skills:
Spellcasting is the basic skill for magic use, and affects your reserves of
magical energy in the same way that Fighting affects your hit points. Every
time you increase your spellcasting skill you gain some magic points and
spell levels. Spellcasting is a very difficult skill to learn, and requires
a large amount of practice and experience.
Only those characters with at least one magic skill at level one or above
can learn magical spells. If your character has no magic skills, he or she
can learn the basic principles of the hermetic arts by reading and reciting
the spells inscribed on magical scrolls (this stops being useful once you
reach level one in Spellcasting).
There are also individual skills for each different type of magic; the
higher the skill, the more powerful the spell. Multidisciplinary spells use
an average of the two or three skills.
Elemental magic is a special case. When you practise an elemental magic
skill (fire, ice, air or earth magic) you will improve much less quickly
than normal if you already have one or more elemental magic skills higher
than the one you are practising. This is especially true if those skills are
'opposed' to the one you're practising: fire and ice are mutually opposed,
as are earth and air.
Say you have level 2 fire magic, level 4 ice magic, and level 1 air magic.
Practising ice magic won't be a problem. Practising air magic will be a bit
slow, as you have other elemental skills at higher levels. Practising fire
magic will be very slow, as you have a higher level in ice magic. Right?
Miscellaneous skills:
Armour:
Having a high Armour skill means that you are used to wearing heavy armour,
allowing you to move more freely and gain more protection.
Dodging:
When you are wearing light armour, a high dodging skill helps you evade
attacks.
Stealth:
Helps you avoid being noticed. Try not to wear heavy armour or be encumbered
if you want to be stealthy. Big creatures (like trolls and ogres) are bad at
stealth.
Stabbing:
Lets you make a very powerful first strike against a sleeping/resting
monster who hasn't noticed you yet. This is most effective with a dagger,
slightly less effective with a short sword, and less useful (although by
no means of negligible effect) with any other weapon.
Shields:
Affects the amount of protection you gain by using a shield, and the degree
to which it hinders you.
Traps & Doors:
Affects your ability to notice hidden traps and doors and to disarm traps
when you find them. With this skill at a high level you will often find
hidden things without actively looking for them.
Invocations:
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. The Invocations skill affects your supply of magic in a
similar way to the Spellcasting skill and to a greater extent, but the two
are not cumulative - whichever gives the greater increase is used. Some
Gods (such as Trog) do not require followers to learn this skill.
If your character does not have a particular skill, s/he can gain it by
practising as above.
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ABILITIES
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Your character is further defined by his or her abilities, which initially
vary according to class and species.
Strength:
Affects the amount of damage you do in combat, as well as how much stuff
you can carry.
Intelligence:
Affects how well you can cast spells as well as your ability to use some
magical items.
Dexterity:
Affects your accuracy in combat, your general effectiveness with missile
weapons, your ability to dodge attacks aimed at you, and your ability to use
thiefly skills such as backstabbing and disarming traps. Although your
dexterity does not affect your evasion score (EV) directly, any calculation
involving your EV score also takes account of your dexterity.
Armour Class:
Also called AC, when something injures you, your AC reduces the amount of
damage you suffer. The number next to your AC is a measure of how good your
shield (if any) is at blocking attacks. In both cases, more is better.
Evasion:
Also called EV, this helps you to avoid being hit by unpleasant things.
Gold:
This is how much money you're carrying. Money adds to your final score,
and can be used to purchase items in shops.
Magic Resistance:
Affects your ability to resist the effects of enchantments 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.
Special Abilities:
Sometimes characters will be able to use special abilities, for example
the Naga's ability to spit poison or the magical power to turn invisible
granted by a ring. These are accessed through the 'a' command.
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ITEMS
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In the dungeons of Crawl there are many different kinds of normal and magical
artefacts to be found and used. Some of them are useful, some are nasty, and
some give great power, but at a price. Some items are unique; these have
interesting properties which can make your life rather bizarre for a while.
They all fall into several classes of items, each of which is used in a
different way. Here is a general list of what you might find in the course of
your adventures:
Weapons:
These are rather important. You will find a variety of weapons in the
dungeon, ranging from small and quick daggers to huge, cumbersome
battleaxes and pole-arms. Each type of weapon does a differing amount of
damage, has a different chance of hitting its target, and takes a
different amount of time to swing. You should choose your weapons
carefully; trying to hit a bat with a greatsword is about as clever as
bashing a dragon with a club. For this reason it is wise to have a good
mixture of weapon skills. Skills affect damage, accuracy and speed.
Weapons can be enchanted; when they are identified, they have values which
tell you how much more effective they are than an unenchanted version. The
first number is the enchantment to-hit, which affects the weapon's
accuracy, and the second is its damage enchantment; weapons which are not
enchanted are simply '+0'. Some weapons also have special magical effects
which make them very effective in certain situations. Some types of hand
weapons (especially daggers, spears and hand axes) are quite effective
when thrown.
You can wield weapons with the 'w' command, which is a very quick action.
If for some reason you want to go bare-handed, type 'w' followed by a
hyphen ('-'). Note that weapons are not the only class of item which you
can wield.
The ' (apostrophe) key is a shortcut which automatically wields item a. If
item a is being wielded, it causes you to wield item b instead, if possible.
Try assigning the letter a to your primary weapon, and b to your bow or
something else you need to wield only sometimes. Note that this is just a
typing shortcut and is not functionally different to wielding these items
normally.
Ammunition:
If you would rather pick off monsters from a safe distance, you will need
ammunition for your sling or bow. Darts are effective when simply thrown;
other kinds of ammunition require you to wield an appropriate device to
inflict worthwhile damage. Ammunition has only one "plus" value, which
affects both accuracy and damage. If you have ammunition suitable for
what you are wielding, the 'f' command will choose the first lot in your
inventory, or you can use the 't' command to throw anything. If you are
using the right kind of hand weapon, you will "shoot" the ammunition,
otherwise you "throw" it.
When throwing something, you are asked for a direction. You can either
enter one of the directions on your keypad, or type '*' and move the
cursor over your target if they are not in a direct line with you. When
the cursor is on them, press '.' (period) or delete to target them (you
can also target an empty space if you want). If you press '>' instead of
'.', the missile will stop at that space even if it misses, and if the
target space is water, it may hit anything which might be lurking beneath
the surface (which would otherwise be missed completely). If you type '.'
(or del) instead of a direction or '*', or if you target yourself as
described above, you throw whatever it is at yourself (this can be useful
when zapping some wands; see later). Also, if you type 'p' instead of a
direction or '*', you will target your previous target (if still
possible).
Armour:
This is also rather important. When worn, most armour improves your Armour
Class, which decreases the amount of damage you take when something
injures you. Unfortunately the heavier types of armour also hamper your
movement, making it easier for monsters to hit you (ie reducing your
evasion score) and making it harder for you to hit monsters. These effect
can be mitigated by a high Armour skill. Wearing heavy armour also
increases your chances of miscasting spells, an effect which is not
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 lightning
bolts. Wearing a shield (especially a large shield) makes you less
effective in hand combat. Shields are more effective when you're fighting a
small number of foes than when you're surrounded.
Some magical armours have special powers. These powers are sometimes
automatic, affecting you whenever you wear the armour, and sometimes must
be activated with the 'a' command.
You can wear armour with the 'W' command, and take it off with the 'T'
command.
Food:
This is extremely important. You can find many different kinds of food in
the dungeon. If you don't eat when you get hungry, you will eventually
die of starvation. Fighting, carrying heavy loads, casting spells, and
using some magical items will make you hungry. When you are starving you
fight less effectively as well. You can eat food with the 'e' command.
Magical Scrolls:
Scrolls have many different magical spells enscribed on them, some good
and some bad. One of the most useful scrolls is the scroll of identify,
which will tell you the function of any item you have in your inventory;
save these up for the more powerful and inscrutable magic items, like
rings. You can read scrolls (and by doing so invoke their magic) with the
'r' command.
Magical Potions:
While scrolls tend to affect your equipment or your environment, most
potions affect your character in some way. The most common type is the
simple healing potion, which restores some hit points, but there are many
other varieties of potions to be found. Potions can be quaffed (drunk)
with the 'q' command. Try to avoid drinking poisonous potions!
Wands:
Sometimes you will be lucky enough to find a stick which contains stored
magical energies. Wands each have a certain amount of charges, and a wand
will cease to function when its charges run out. You must identify a wand
to find out how many uses it has left. Wands are aimed in the same way as
missile weapons, and you can invoke the power of a wand by 'z'apping it.
Rings:
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 rings of
regeneration or invisibility make you hunger very quickly when activated.
You can put on rings with the 'P' command, and remove them by typing 'R'.
You can wear up to two rings simultaneously, one on each hand; which hand
you put a ring on is immaterial to its function. Some rings function
automatically, while others require activation (the 'a' command).
Amulets are similar to rings, but have a different range of effects (which
tend to be more subtle). Amulets are worn around the neck, and you can
wear only one at a time.
Staves:
There are a number of types of magical staves. Some enhance your general
spellcasting ability, while some greatly increase the power of a certain
class of spells (and possibly reduce your effectiveness with others).
Some are spell staves, and hold spells which you can cast without having
to memorise them first, and also without consuming food. You must wield a
staff like a weapon in order to gain from its power, and magical staves
are as effective as +0 quarterstaves in combat. Spell staves can be
Invoked with the 'I' command while you are wielding them.
Books:
Most books contain magical spells which your character may be able to learn.
You can read a book with the 'r' command, which lets you access a
description of each spell, or memorise spells from it with the 'M' command.
Some books have other special effects, and powerful spellbooks have been
known to punish the attentions of incompetent magicians.
Carrion:
If you manage to kill a monster delicately enough to avoid scattering bits
of it around the room, it may leave a corpse behind for you to play with.
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, and being extremely hungry helps as well. Even then, you
should choose your homemade food with great care.
Miscellaneous:
These are items which don't fall into any other category. You can use many
of them by wielding and 'I'nvoking them. You can also use some other
special items (such as some weapons) by invoking them in this way.
Racial Items:
Some items have been crafted by members of a gifted race, and have special
properties. In addition, items made by a specific race work better in the
hands of people of that race.
Dwarven weapons and armours are very durable, and do not rust or corrode
easily.
Orcish bows/crossbows are particularly effective in combination with orcish
arrows/bolts.
Elven armour is unusually light, and does not affect the dodging or stealth
of its wearer to the extent that other armours do. Elven cloaks and boots
are particularly useful to those who wish to be stealthy, and elven bows are
particularly effective in conjunction with elven arrows.
Getting Items:
You pick items up with the ',' (comma) command and drop them with the 'd'rop
command. When you are given a prompt like "drop which item?" or "pick up
<x>?", if you type a number before either the letter of the item, or 'y' or
'n' for yes or no, you will drop or get that quantity of the item.
Typing 'i' gives you an inventory of what you are carrying. When you are
given a prompt like "Throw [or wield, wear, etc] which item?", you can type
the letter of the item, or you can type '?' or '*' to get an inventory list.
'?' lists all appropriate items, while '*' lists all items, appropriate or
not. When the inventory screen is showing "-more-", to show you that there
is another page of items, you can type the letter of the item you want
instead of space or enter.
You can use the adjust command (the '=' key) to change the letters to which
your possessions are assigned. This command can be used to change spell
letters as well.
Some items can be stickycursed, in which case they weld themselves to your
body when you use them. Such items usually carry some kind of disadvantage:
a weapon or armour may be damaged or negatively enchanted, while rings can
have all manner of unpleasant effects on you. If you are lucky, you might
find magic which can rid you of cursed items.
Items like scrolls, potions and some other types each have a characteristic,
like a label or a colour, which will let you tell them apart on the basis of
their function. However, these characteristics change between each game, so
while in one game every potion of healing may be yellow, in another game
they might all be purple and bubbly. Once you have discovered the function
of such an item, you will remember it for the rest of the current game. You
can access your item discoveries with the '\' key.
A very useful command is the 'v' key, which gives you a description of what
an item does. This is particularly useful when comparing different types of
weapons, but don't expect too much information from examining unidentified
items.
----------------------------------------------------------------------------
RELIGION
----------------------------------------------------------------------------
There are a number of Gods, Demons and other assorted Powers who will accept
your character's worship, and sometimes give out favours in exchange. You can
use the '^' command to check the requirements of whoever it is that you
worship, and if you find religion to be an inconvenience you can always
renounce your faith (use the 'a' command - but some Gods resent being
scorned!).
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. Praying also gives you a
sense of what your God thinks of you, and can be used to sacrifice things at
altars.
To use any powers which your God deems you fit for, access the abilities menu
with the 'a' command; God-given abilities are listed as invocations.
Some classes start out religious; others have to pray at an altar to dedicate
themselves to a life of servitude. There are altars scattered all over the
dungeon, and your character has heard rumours of a special temple somewhere
near the surface.
----------------------------------------------------------------------------
MUTATIONS
----------------------------------------------------------------------------
Although it would doubtless be a nice thing if you could remain genetically
pure, there are too many toxic wastes and mutagenic radiations in the Dungeon
for that to be possible. If your character is so affected by these that he or
she undergoes physiological change, you can use the 'A' command to see how
much of a freak they've become and the 'a' command to activate any mutations
which can be controlled.
You can also become mutated by overusing certain powerful enchantments,
particularly Haste (not the kind you get from being berserk) and Invisibility,
as your system absorbs too much magical energy - but you would have to spend
almost all of your time hasted or invisible to be affected. However, some
powerful items radiate dangerous levels of magical energy. More often than
not, the mutations caused by magical radiations express harmfully.
Any demonic powers your character may have are listed in red; these are
permanent and can never be removed. If one of your powers has been augmented
by a mutation, it is displayed in a lighter red colour.
----------------------------------------------------------------------------
SPELLCASTING
----------------------------------------------------------------------------
Magical spells are a very important part of surviving in the dungeon. Every
character class can make use of magical spells, although those who enter the
dungeon without magical skills must practise by reading scrolls before they
can attempt spellcasting.
Spells are stored in books, which you will occasionally find in the dungeon.
Each spell has a Level, which denotes the amount of skill required to use it
as well as indicating how powerful it may be. You can only memorise a certain
number of levels of spells; type 'M' to find out how many. When you gain
experience levels, you can memorise more, and you will need to save up for
several levels to memorise the more powerful spells. When you cast a spell,
you temporarily expend some of your magical energy as well as becoming
hungrier (although more powerful spellcasters hunger less quickly from using
magic).
High level spells are difficult to cast, and you may miscast them every once
in a while (resulting in a waste of magic and possibly dangerous side-
effects). Your chance of failing to cast a spell properly depends on your
skills, your intelligence, the level of the spell and whether you are wearing
heavy armour. Failing to cast a spell exercises your spell skills, but not by
as much as casting it successfully.
Many of the more powerful spells carry disadvantages or risks; you should read
the spell description (obtained by reading the spellbook in which you found
the spell) before casting anything.
Be careful of magic-using enemies! Some of them can use magic just as well as
you, if not better, and often use it intelligently.
----------------------------------------------------------------------------
EXPLORING THE DUNGEON
----------------------------------------------------------------------------
You can make your character walk around with the numeric keypad (turn numlock
off) or the "Rogue" keys (hjklbnyu). If this is too slow, you can make your
character walk repeatedly by typing shift and a direction. They will walk in
that direction until any of a number of things happen: a hostile monster is
visible on the screen, a message is sent to the message window for any reason,
you 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 equivalent to just pressing the direction key
several times.
If you press shift and '5' on the numeric keypad (or just the number '5' 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 adjacent to you.
The section of the viewing window which is coloured (with the '@' representing
you at the centre) is what you can see around you. The dark grey around it is
the parts of the level which you have visited, but cannot currently see. The
'x' command lets you move the cursor around to get a description of the
various dungeon features, and typing '?' when the cursor is over a monster
brings up a short description of that monster. You can get a map of the whole
level (which shows where you've already been) by typing the 'X' key. This map
specially colour-codes stairs and known traps, even if something is on top of
them.
You can make your way between levels by using staircases, which appear as '>'
(down) and '<' (up), by pressing the '>' or '<' keys. If you ascend an up
staircase on level one, you will leave the dungeon forever; if you are
carrying the magical Orb of Zot, you win the game by doing this.
Occasionally you will find an archway; these lead to special places like
shops, magical labyrinths, and Hell. Depending on which type of archway it is,
you can enter it by typing '<' or '>'.
Doors can be opened with the 'o' command and closed with the 'c' command.
Pressing control plus a direction also opens doors. If there is no closed door
in the indicated space, you will attempt to attack any monster which may be
standing there (this is the only way to attack a friendly creature hand-to-
hand). If there is no creature there, you will attempt to disarm any trap in
the target square. If there is apparently nothing there you will still attack
it, just in case there's something invisible lurking around.
A variety of dangerous and irritating traps are hidden around the dungeon.
Traps look like normal floor until discovered. Some traps can be disarmed with
the control-direction commands
When you are in a shop, you are given a list of the shopkeeper's stock from
which to choose, and a list of instructions. Unfortunately the shopkeepers all
have an enterprise bargaining agreement with the dungeon teamsters union which
prevents them using non-union labour to obtain stock, so you can't sell
anything in a shop (but what shopkeeper would trust a scummy adventurer like
you, anyway?).
You goal is to locate the Orb of Zot, which is held somewhere deep beneath the
world's surface. The Orb is an ancient and incredibly powerful artefact, and
the legends promise great things for anyone brave enough to extract it from
the fearsome Dungeon. Some say it will grant immortality or even godhood to
the one who carries it into the sunlight; many undead creatures seek it in the
hope that it will restore them to life. But then, some people will believe
anything. Good luck!
A full list of the commands available to you can be accessed by typing '?'
(question mark). If you don't like them, they can be changed by the use of:
----------------------------------------------------------------------------
MACROS/KEYMAPS
----------------------------------------------------------------------------
You can change the keys used to perform specific functions by editing the
macro.txt file (or creating a new one). The K: line indicates a key, and the
A: line assigns another key to that key's function.
You can also redefine keys in-game with the ` key, and save them with the ~
key.
(Thanks to Juho Snellman for this patch)
----------------------------------------------------------------------------
MONSTERS
----------------------------------------------------------------------------
In the caverns of Crawl, you will find a great variety of creatures, many of
whom would very much like to eat you. To stop them doing this, you will need
to fight. To attack a monster, stand next to it and move in its direction;
this makes you attack it with your wielded weapon. Of course, some monsters
are just too nasty to beat, and you will find that discretion is often the
better part of valour.
Some monsters can be friendly; friendly monsters will follow you around and
fight on your behalf (you gain 1/2 the normal experience points for any kills
they make). You can command your allies using the '!' key, which lets you
either shout to attract them or tell them who to attack.
----------------------------------------------------------------------------
MISCELLANEOUS STUFF
----------------------------------------------------------------------------
The scores file does not have to be present (as of v2.02), and is not included
in the distribution. You can unpack the zip file into your old crawl directory
and the new version will keep using the old scores file (scores files from any
version are usable by any later version).
The initfile, INIT.TXT, lets you set various options affecting the game's user
interface, like the conditions for Autopickup and a default name for your
character. You can alter it with any reputable text editor.
As of 2.60, a -c command line switch activates the alternative character set
for non-IBM graphics displays. A -nc switch activates the non-IBM char set
and, for Linux systems, disables colour.
Crawl is available for a number of different systems, including Linux, DOS,
the Mac, etc.
One strange thing you may notice about Crawl is that it does not keep your
saved games if you die. This is not a bug, it is a feature! If you could
restore your game after dying, you would probably finish the game rather
quickly and lose interest, because most of the fun in Crawl is in the
discovery of its bizarre secrets while taking risks with your characters. It
is possible to cheat by messing around with the save files, but you're only
cheating yourself out of experiencing this game as it was supposed to be
played. If you think Crawl is too difficult, tell me!
Crawl was compiled using the djgpp compiler, and comes with the files
CWSDPMI.EXE and CWSDPMI.DOC. You can contact the author of CWSDPMI.EXE at
sandmann@clio.rice.edu. Read CWSDPMI.DOC for more details.
Although version 3 of Crawl is a complete and finished game, it probably
contains a few unwanted features which crept in without me noticing (all of
the earlier versions did). So, if you find anything which you think may be a
bug, please send details of it to me, including version number, details of
your system, what you were doing (in the game) when it happened, and just what
exactly did happen. Hopefully this will never be necessary, but if it is you
can (as of 26/3/99) reach me at:
linley.henzell@student.adelaide.edu.au
You can also discuss this game on the newsgroup rec.games.roguelike.misc.
The object of your quest in Crawl (the Orb of Zot) was taken from Wizard's
Castle, a text adventure written in BASIC.
A lot of people have been sending me feedback and bug reports, which is
extremely encouraging. I really appreciate that people have been taking the
time to play my game. Keep it up!
Licence:
Read Licence.txt for information about the Crawl licence (which is practically
identical to the nethack GPL).
Source Code:
The source code for the current version of Crawl is, at the time of writing
(30/12/97) available from the Crawl web site:
http://olis.net.au/~zel/index.html
Source for some earlier versions can be obtained from me, although
unfortunately I've lost most of it.
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.
Notes for building crawl with VACPP
-----------------------------------
* when including source, make sure source type is
defined to be 'cpp' - VACPP doesn't know how to
handle .cc extensions.
* include libw32c.cc as a source object;
ignore the other lib*.cc files
* define the macro WIN32CONSOLE
* MUST build with signedchars = yes
* MUST build with enumsize = 4
* target architecture should probably be 486 machines.
According to jmf, targetting Pentium class machines
implies Pentium-specific instructions which are
actually slower on PPro/PII/PIII machines.
Other than this, it's pretty straightforward.
Notes for building crawl with Borland C++ 5.01
----------------------------------------------
* must alter the Tool information for CppCompile to
'understand' .cc extensions (in Advanced Tools Settings)
* include libw32c.cc as source; ignore other lib*.cc files
* define macro WIN32CONSOLE
* MUST build with "Unsigned Characters" OFF
* MUST build with "Allocate Enums as Ints" ON
* MUST set search directories so that the Crawl Source directory
is searched before the BC5\INCLUDE directory.
* target architecture should probably be 486 machines
(see note for VACPP)
* helps to set Warnings to "Selected Subset only" or you
get ZILLIONS of warnings. I usually turn off all the
"Code Efficiency" warnings. :)
* for best results, specify following in target expert:
- Win32 Console Application (.exe)
- _Everything_ unchecked
- Static linking
Notes for building crawl with mingw
------------------------------------------
* In makefile specify makefile.w32. Other notes:
- make sure your path includes mingw binaries
- set LIB to your mingw lib directory
- set INCLUDE to your mingw include directory
- the makefile defines WIN32CONSOLE like above
- -Wall will generate a fair number of warnings
* Tested on Win98 and Win2000.
* Current build is not statically linked.
* See notes above for target arch code gen switches
* This is currently tested only with 2.95.2
I anticipate no problems with mingw 3.0.1 but
haven't had time to update yet.
* This also currently doesn't statically link
The following three tables describe all aptitudes of the various races for the
various skills. These are not necessary for winning in Crawl, neither explicit
nor implicit. The qualitative information behind this sheet (ie. which species
is good at which tasks) can be obtained in two other, less sophisticated ways:
- read the species section in the manual about strenghts and weaknesses
- look which combinations of race and class are possible.
If you consider figuring out such things yourself to be fun, stop reading now.
Otherwise, just go ahead. A lower a value, the better the aptitude. 100 is the
Human standard. Please note that many things effect how quick a character will
actually learn a skill. Thus the numbers below are good enough for comparisons
among races, but not necessarily among skills.
The abbreviations used for the skills are:
General skills, Experience Melee and Ranged Combat Spellcasting and Magic
-------------------------- ----------------------- ----------------------
Arm - Armour Fgt - Fighting Spc - Spellcasting
Ddg - Dodging SBl - Short Blades Coj - Conjuration
Sth - Stealth LBl - Long Blades Enc - Enchantments
Stb - Stabbing Axs - Axes Sum - Summonings
Shd - Shields M&F - Maces & Flails Nec - Necromancy
T&D - Traps & Doors Pla - Polearms Trl - Translocations
Stv - Staves Trm - Transmigration
Inv - Invocations U C - Unarmed Combat Div - Divination
Evo - Evocations
Ran - Ranged Combat Fir - Fire Magic
Slg - Slings Ice - Ice Magic
Exp - Experience Bws - Bows Air - Air Magic
Crb - Crossbows Ear - Earth Magic
Drt - Darts Poi - Poison Magic
Arm Ddg Sth Stb Shd T&D Inv Evo Exp
---------------------------------------------------------------------
Human 100 100 100 100 100 100 100 100 100
Elf 120 80 80 100 120 100 100 80 120
High Elf 110 90 90 110 110 100 100 90 150
Grey Elf 140 75 70 100 140 100 100 90 140
Deep Elf 140 70 65 80 140 100 100 90 140
Sludge Elf 140 70 75 100 130 100 100 110 120
Hill Dwarf 70 120 150 140 70 100 100 60 140
Mountain Dwarf 60 110 140 130 70 100 100 70 140
Halfling 150 70 60 70 130 100 100 90 100
Hill Orc 90 140 150 100 80 100 100 100 100
Kobold 140 70 60 70 130 100 100 80 100
Mummy 140 140 140 140 140 140 140 140 150
Naga 150 150 40 100 140 100 100 100 120
Gnome 150 70 70 80 120 100 120 60 110
Ogre 140 150 200 150 110 200 130 170 140
Troll 150 130 250 150 150 200 150 180 150
Ogre Mage 170 130 100 130 150 150 100 100 150
Draconian Red 200 120 120 100 100 100 100 100 130
White 200 120 120 100 100 100 100 100 130
Green 200 120 120 100 100 100 100 100 130
Yellow 200 120 120 100 100 100 100 100 130
Grey 200 120 120 100 100 100 100 100 130
Black 200 120 120 100 100 100 100 100 130
Purple 200 120 120 100 100 100 100 90 130
Mottled 200 120 120 100 100 100 100 100 130
Pale 200 120 120 100 100 100 100 90 130
Centaur 180 170 200 170 180 150 100 130 140
Demigod 110 110 110 110 110 110 110 110 160
Spriggan 170 50 50 50 180 60 130 70 130
Minotaur 80 80 130 100 80 120 130 170 140
Demonspawn 110 110 110 110 110 110 80 110 140
Ghoul 110 110 80 100 110 120 110 130 120
Kenku 90 90 100 80 100 100 160 100 130
Merfolk 160 60 90 70 100 120 100 100 120
---------------------------------------------------------------------
Arm Ddg Sth Stb Shd T&D Inv Evo Exp
Fgt SBl LBl Axs M&F Pla Stv U C Ran Slg Bws Crb Drt
---------------------------------------------------------------------
Human 100 100 100 100 100 100 100 100 100 100 100 100 100
Elf 120 80 80 120 130 130 100 110 80 120 60 100 90
High Elf 100 70 70 130 150 150 100 130 80 140 60 100 90
Grey Elf 140 90 95 140 160 160 100 130 80 130 70 100 90
Deep Elf 150 100 105 150 165 165 100 130 80 135 74 75 75
Sludge Elf 80 110 110 130 140 140 100 80 70 100 100 100 100
Hill Dwarf 70 80 80 60 70 110 130 100 120 130 150 120 120
Mountain Dwarf 70 90 90 70 70 110 120 100 115 125 140 100 120
Halfling 120 60 100 120 150 160 130 140 60 50 70 90 50
Hill Orc 70 100 80 70 80 80 110 90 130 130 120 120 130
Kobold 80 60 100 110 140 150 110 100 60 70 80 90 50
Mummy 100 140 140 140 140 140 140 140 140 140 140 140 140
Naga 100 100 100 100 100 100 120 100 120 120 120 120 120
Gnome 100 75 100 100 130 140 130 110 100 80 100 90 60
Ogre 100 140 120 100 100 110 120 130 100 150 150 180 150
Troll 140 150 150 150 130 150 150 100 130 180 180 180 180
Ogre Mage 100 110 100 100 100 100 100 100 150 150 150 150 150
Draconian Red 90 100 100 100 100 100 100 100 120 120 120 120 120
White 90 100 100 100 100 100 100 100 120 120 120 120 120
Green 90 100 100 100 100 100 100 100 120 120 120 120 120
Yellow 90 100 100 100 100 100 100 100 120 120 120 120 120
Grey 90 100 100 100 100 100 100 100 120 120 120 120 120
Black 90 100 100 100 100 100 100 100 120 120 120 120 120
Purple 90 100 100 100 100 100 100 100 120 120 120 120 120
Mottled 90 100 100 100 100 100 100 100 120 120 120 120 120
Pale 90 100 100 100 100 100 100 100 120 120 120 120 120
Centaur 100 120 110 110 110 110 110 100 60 75 60 85 80
Demigod 110 110 110 110 110 110 110 110 110 110 110 110 110
Spriggan 150 90 140 150 160 180 150 130 90 70 70 100 70
Minotaur 70 70 70 70 70 70 70 80 90 90 90 90 90
Demonspawn 100 110 110 110 110 110 110 110 110 110 110 110 110
Ghoul 80 110 110 110 110 110 110 80 130 130 130 130 130
Kenku 100 75 75 75 75 75 75 80 90 100 80 80 90
Merfolk 80 70 90 140 150 50 130 90 100 150 140 140 100
---------------------------------------------------------------------
Fgt SBl LBl Axs M&F Pla Stv U C Ran Slg Bws Crb Drt
Spc Coj Enc Sum Nec Trl Trm Div Fir Ice Air Ear Poi
---------------------------------------------------------------------
Human 100 100 100 100 100 100 100 100 100 100 100 100 100
Elf 80 105 70 100 120 100 100 100 100 100 70 130 110
High Elf 70 90 70 110 130 90 90 110 100 100 70 130 130
Grey Elf 60 90 50 90 130 80 80 80 90 90 60 150 110
Deep Elf 55 80 50 80 70 75 75 75 90 90 80 100 80
Sludge Elf 70 130 130 90 90 100 60 130 80 80 80 80 80
Hill Dwarf 160 120 150 150 160 150 120 130 80 120 150 70 130
Mountain Dwarf 140 115 135 150 160 150 120 130 70 130 150 70 130
Halfling 130 130 100 120 150 100 150 140 100 100 90 100 120
Hill Orc 150 100 120 120 100 150 160 160 100 100 150 100 110
Kobold 110 110 110 105 105 100 110 130 100 100 100 100 100
Mummy 100 140 140 140 100 140 140 140 140 140 140 140 140
Naga 100 100 100 100 100 100 100 100 100 100 100 100 60
Gnome 120 100 100 110 130 130 120 120 100 100 170 60 130
Ogre 220 180 220 200 150 200 200 200 150 150 200 120 150
Troll 200 160 200 160 150 160 160 200 160 160 200 120 160
Ogre Mage 70 100 80 100 100 100 100 100 100 100 100 100 100
Draconian Red 100 100 120 100 100 100 100 100 70 135 100 100 100
Green 100 100 120 100 100 100 100 100 100 100 100 100 70
White 100 100 120 100 100 100 100 100 135 70 100 100 100
Yellow 100 100 120 100 100 100 100 100 100 100 100 100 100
Grey 100 100 120 100 100 100 100 100 100 100 100 100 100
Black 100 100 120 100 100 100 100 100 100 100 70 135 100
Purple 70 100 90 100 100 100 100 100 100 100 100 100 100
Mottled 100 100 120 100 100 100 100 100 80 100 100 100 100
Pale 100 100 120 100 100 100 100 100 90 100 90 100 100
Centaur 140 120 110 120 120 120 120 130 120 120 120 120 130
Demigod 110 110 110 110 110 110 110 110 110 110 110 110 110
Spriggan 60 160 50 150 120 50 60 70 140 140 120 120 100
Minotaur 180 170 170 170 170 170 170 170 170 170 170 170 170
Demonspawn 100 100 110 100 90 110 110 110 100 110 110 110 100
Ghoul 120 130 130 120 100 120 120 120 150 90 150 90 100
Kenku 100 60 160 70 80 150 150 180 90 120 90 120 100
Merfolk 100 140 90 100 150 140 60 80 160 80 150 150 80
---------------------------------------------------------------------
Spc Coj Enc Sum Nec Trl Trm Div Fir Ice Air Ear Poi
PCRE LICENCE
------------
PCRE is a library of functions to support regular expressions whose syntax
and semantics are as close as possible to those of the Perl 5 language.
Release 6 of PCRE is distributed under the terms of the "BSD" licence, as
specified below. The documentation for PCRE, supplied in the "doc"
directory, is distributed under the same terms as the software itself.
The basic library functions are written in C and are freestanding. Also
included in the distribution is a set of C++ wrapper functions.
THE BASIC LIBRARY FUNCTIONS
---------------------------
Written by: Philip Hazel
Email local part: ph10
Email domain: cam.ac.uk
University of Cambridge Computing Service,
Cambridge, England. Phone: +44 1223 334714.
Copyright (c) 1997-2006 University of Cambridge
All rights reserved.
THE C++ WRAPPER FUNCTIONS
-------------------------
Contributed by: Google Inc.
Copyright (c) 2006, Google Inc.
All rights reserved.
THE "BSD" LICENCE
-----------------
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
* Redistributions of source code must retain the above copyright notice,
this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright
notice, this list of conditions and the following disclaimer in the
documentation and/or other materials provided with the distribution.
* Neither the name of the University of Cambridge nor the name of Google
Inc. nor the names of their contributors may be used to endorse or
promote products derived from this software without specific prior
written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
POSSIBILITY OF SUCH DAMAGE.
End
A C-program for MT19937, with initialization improved 2002/1/26.
Coded by Takuji Nishimura and Makoto Matsumoto.
Before using, initialize the state by using init_genrand(seed)
or init_by_array(init_key, key_length).
Copyright (C) 1997 - 2002, Makoto Matsumoto and Takuji Nishimura,
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions
are met:
1. Redistributions of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
2. Redistributions in binary form must reproduce the above copyright
notice, this list of conditions and the following disclaimer in the
documentation and/or other materials provided with the distribution.
3. The names of its contributors may not be used to endorse or promote
products derived from this software without specific prior written
permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
Any feedback is very welcome.
http://www.math.sci.hiroshima-u.ac.jp/~m-mat/MT/emt.html
email: m-mat @ math.sci.hiroshima-u.ac.jp (remove space)
Lua License
-----------
Lua is licensed under the terms of the MIT license reproduced below.
This means that Lua is free software and can be used for both academic
and commercial purposes at absolutely no cost.
For details and rationale, see http://www.lua.org/license.html .
===============================================================================
Copyright (C) 1994-2006 Lua.org, PUC-Rio.
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
===============================================================================
(end of COPYRIGHT)
--------------------------------------------------------------------------------
DUNGEON CRAWL: LIST OF KEYS AND COMMANDS
--------------------------------------------------------------------------------
Main screen
-----------
Crawl has many commands to be issued by single key strokes. This can become
confusing, since there are also several modes; here is the full list. Some
commands are particularly useful in combination with certain interface options;
such options are mentioned in the list. For a description of them, please look
into crawl_options.txt.
Saving games:
S Save game with query and exit.
Ctrl-X Save game without query and exit.
Q Quit without saving.
Movement:
direction Moves one square, direction is either one of the
numpad cursor keys (try both Numlock on and off) or
one of the Rogue vi keys (hjklyubn).
Shift-direction This moves straight until something interesting is
or / direction found (like a monster).
Ctrl-G Interlevel travel (to arbitrary dungeon levels or
waypoints). Remembers old destinations if interrupted.
Ctrl-O Auto-explore.
Ctrl-W Det waypoint (check the option show_waypoints).
Resting and Searching:
s, Del Rests and searches (these are the same) for one turn,
this is also done with '.' or Numpad-5.
5 or Long resting/searching (until both health and magic
Shift-Numpad 5 points are full or something is found or 100 turns are
over).
Dungeon interaction:
o Open door.
c Close door.
Ctrl-direction Tries untrapping a known trap on the specified square,
or * direction else opens door if there is one,
else attacks without move (even if no monster is seen).
< Use staircase to go higher.
> Use staircase to go deeper, or enters shop/branch.
; Examine occupied tile, also causes auto-pickup.
x Examine surroundings mode (see below for its commands).
X Examine level map (see below for level map commands).
O Show dungeon overview (branches, shops, and labyrinths).
Character information:
'display' below means usage of the message area,
'show' means usage of the whole screen.
@ Display character status.
[ Display worn armour.
" Display worn jewellery.
C Display experience info.
^ Show religion screen.
A Show abilities/mutations.
\ Show item knowledge.
m Show skill screen.
i Show inventory list.
% Show resistances.
Item interaction (inventory):
v View item description.
{ Inscribe item (check the autoinscribe option).
t Throw/shoot an item.
f Fire first available missile.
q Quaff a potion.
e Eat food (tries floor first, invorenty next).
z Zap a wand.
r Read a scroll or book.
M Memorise a spell from a book.
w Wield an item ( - for none).
' Wield item a, or switch to b.
E Evoke power of wielded item.
W Wear armour.
T Take off armour.
P Put on jewellery.
R Remove jewellery.
Item interaction (floor):
d Drop an item.
d# Drop exact number of items.
g or , Pick up items; press twice for pick up menu.
You can use a prefix to pick up smaller quantities.
D Dissect a corpse.
Other game-playing commands:
a Use special ability.
p Pray.
Z Cast a spell.
! Shout or command allies.
Non-game playing commands:
V Display version information.
Ctrl-P Show previous messages.
Ctrl-R Redraw screen.
Ctrl-C Clear main and level maps.
# Dump character to file (name.txt).
: Add note to dump file (see option take_notes).
` Add macro.
~ Save macros.
= Reassign inventory/spell letters.
In-game toggles:
Ctrl-A Toggle autopickup.
Ctrl-V Toggle auto-prayer.
Ctrl-T Toggle spell fizzle check.
Stashes:
Ctrl-S Mark stash (only sensible with stash_tracking=explicit,
else this is automatically tracked).
Ctrl-E Erase stash (ignores the square from stash tracking).
Ctrl-F Find (this searches in stashes and shops, you can use
regular expressions and also terms like 'long blades'
or 'artifacts').
Level map ('X')
---------------
The level map (brought up by 'X' in the main screen) uses the whole screen to
show the dungeon.
Esc, Space Leave level map.
- Scroll level map up
+ Scroll level map down
Direction Moves cursor.
Shift-Direction Moves cursor in bigger steps (check the option
level_map_cursor_step).
. Travels to cursor (also Enter and , and ;)
(if the cursor is on the character, moves cursor to last
travel destination instead).
< Cycle through up stairs.
> Cycle through down stairs.
^ Cycle through traps.
Tab Cycle through shops and portals.
I Cycle through stashes (if the option stash_tracking is
set to all, this cycles through all items and piles).
Ctrl-C Clear level and main maps (from temporarily seen
monsters, clouds etc.).
Waypoints can be set on the level map. You can travel to waypoints using
Ctrl-G. Check the option show_waypoints. The commands are
Ctrl-W Set waypoint.
W Cycle through waypoints.
Travel exclusions mark certain spots of the map as no-go areas for autotravel
and explore (the radius is set by the option travel_exclude_radius2).
Ctrl-X Set travel exclusion.
Cltr-E Erase all travel exclusions at once.
X Cycle through travel exclusions.
Examining surroundings ('x')
----------------------------
When roaming the dungeon, the surroundings mode is activated by 'x'. It lets you
have a look at items or monsters in line of sight. You may also examine stashed
items outside current view using the options target_oos=true (if using this,
check target_los_first).
x, Esc, Space Return to playing mode.
' or * Cycle objects forward.
; or / Cycle objects backward.
+ or = Cycle monsters forward.
- Cycle monsters backward.
direction Move cursor.
. or Enter Travel to cursor.
? Describe monster under cursor (also shows weapons,
wounding and enchantments).
> Cycle downstairs.
< Cycle upstairs.
Tab Cycle shops and portals.
Targeting
---------
Targeting mode is similar to examining surroundings. It is activated whenever
you fire projectiles, zap a wand or cast spells which uses targets.
x, Esc, Space Stop targeting.
direction Shoot straight in this direction.
+ or = Cycle monsters forward (see option target_wrap).
- Cycle monsters backward.
. or Enter Fire (check option confirm_self_target).
p or t Fire at previous target (if still in sight).
> Fire, but stops at target.
Ctrl-F Toggle target modes (between enemies, all, friends; see
also option target_zero_exp).
* Manually targeting: the direction keys will now move
the cursor, the keys '+' and '-' work as above, and '.'
and Enter fire.
Shortcuts in lists (like multidrop):
------------------------------------
When dropping (with the drop_mode=multi option), the drop menu accepts several
shortcuts.
( Selects all missiles.
) Selects all hand weapons.
[ Selects all armour.
? Selects all scrolls.
% Selects all food.
& Selects all carrion.
+ Selects all books.
/ Selects all wands.
\ Selects all staves.
! Selects all potions.
" Selects all jewellery.
} Selects all miscellaneous items.
, Global select (subject to the drop_filter option).
- Global deselect (subject to the drop_filter option).
* Invert selection.
This document explains all of the options in the latest version of Dungeon
Crawl Stone Soup. These options are set in the init.txt file located in the
Crawl directory (the directory containing crawl.exe on Windows and DOS). On Unix
systems, you need to set options in the ~/.crawlrc file (a file named .crawlrc
in your home directory).
The contents of this text are:
1- Starting Screen.
name, remember_name, weapon, book,
chaos_knight, death_knight, priest,
race, class, random_pick
2- File System and Sound.
crawl_dir, save_dir, sound.
3- Lua files.
lua_file,
base.lua, stash.lua, wield.lua, kills.lua, runrest.lua,
gearset.lua, eat.lua, trapwalk.lua
4- Interface.
4-a Dropping and Picking up.
autopickup, default_autopickup, safe_autopickup, safe_zero_exp,
pickup_thrown, pickup_dropped, assign_item_slot, ban_pickup,
drop_mode, drop_filter;
lua: ch_autopickup (advanced autopickup exceptions)
4-b Targeting.
target_zero_exp, target_wrap, target_oos, target_los_first,
confirm_self_target, default_fizzlecheck
4-c Passive Sightings (Detection and Rememberance).
detected_monster_colour, detected_item_colour,
remembered_monster_colour, colour_map, clean_map
4-d Branding (Item and Monster Highlighting).
heap_brand, friend_brand, stab_brand, may_stab_brand
4-e Level Map Functions.
level_map_cursor_step, item_colour, show_waypoints
4-f Travel and Exploration.
travel_colour, travel_delay, travel_stair_cost,
travel_avoid_terrain, travel_exclude_radius2,
travel_stop_message, explore_stop, runrest_ignore_message,
runrest_ignore_poison, trapwalk_safe_hp;
lua: ch_stop_run (ignoring monsters)
4-g Stashes.
stash_tracking, stash_filter
4-h Command Enhancements.
auto_list, lowercase_invocations, easy_open, easy_butcher,
easy_armour, easy_confirm, easy_quit_item_lists, easy_exit_menu,
default_autoprayer, sort_menus
4-i Message and Display Improvements.
show_uncursed, hp_warning, always_greet, terse_hand,
delay_message_clear, menu_colour
4-j Missiles.
fire_items_start, fire_order
4-k Message Channels.
plain, prompt, god, pray, duration, danger, food, warning,
recovery, multiturn, talk, intrinsic_gain, mutation,
monster_spell, monster_enchant, monster_damage, rotten_meat
4-l Inscriptions.
autoinscribe
4-m Macro related Options.
flush.failure, flush.command, flush.message
5- Character Dump.
5-a Items and Kills.
kill_map, dump_kill_places, dump_item_origins,
dump_item_origin_price, dump_message_count, dump_order,
verbose_dump
5-b Notes.
use_notes, note_items, ood_interesting, note_hp_percent,
note_skill_levels, note_skill_max, note_monsters,
note_messages, note_all_spells
6- Miscellaneous.
6-a All OS.
macro_meta_entry, wiz_mode, colours, char_set, cset_ascii,
cset_ibm, cset_dec, feature.
6-b DOS and Windows.
dos_use_background_intensity
6-c Unix
background
--------------------------------------------------------------------------------
There are basically three types of Crawl options: true/false values (booleans),
numbers, and lists. An option is most often specified with its default value (if
there is one); this should also explain which of the above-mentioned types it
is. Each option should have some remarks on how it's typically used - beware
that this depends strongly on your playing style and sometimes also on hardware
or operating system.
Note that the init.txt coming with regular distributions has all boolean options
commented out. The commented-out values are always the _non-defaults_, so you
can toggle boolean options by just uncommenting them.
Some options need a path as an argument; here you have to use a filesystem path
suitable for your system. Other options accept regular expressions (regexes):
here you can simply use ordinary strings, adapt the suggested regexes to your
needs or search the internet for regex syntax.
If you get stuck or some things just won't seem to work properly, please ask for
help on the newsgroup rec.games.roguelike.misc. Flag queries with '-crawl-', as
other roguelikes are also discussed there.
1- Starting Screen.
====================
The following options are a convenience to help you quickly start your game of
Crawl.
name = Delilah
If set, that's the name all your Crawl characters will get.
remember_name = false
Crawl remembers the options (class, race etc.) you used to create your
last character. You may recycle them in the starting screen for a new
character. If this option is set to true, Crawl will also remember the
last name you used.
If you use this option and want to enter a name _after_ choosing your
race and class, you must enter . at the initial name prompt - hitting
Enter at the name prompt will simply reuse your old name if
remember_name is set.
weapon = (random | short sword | hand axe | spear | mace | trident)
Specifying the weapon option allows you to bypass the weapon selection
screen. Note that tridents are restricted to only merfolk and
gladiators, but you'll get the standard query in illegal cases.
book = (flame | fire | ice | cold | summ | summoning | random)
Several spellcasting classes can choose their starting spellbook.
Note flame=fire and ice=cold and summ=summoning.
chaos_knight = (Xom | Makhleb | random)
death_knight = (necromancy | Yredelemnul | random)
priest = (Zin | Yredelemnul | random)
The above three make in advance the additional choices for
Chaos Knights, Death Knights, and Priests.
race = (Human |...| Merfolk | random)
The usual abbrevations (Hu, El, HE, etc.) work.
class = (Fighter |...| Wanderer | random)
Here again the abbrevations (Fi, Wi, Pr, etc.) can be used.
random_pick = false
The random_pick option will randomly generate a character.
The above options (weapons and class options) will override where
appropriate.
2- File System.
================
crawl_dir= <path>
Directory for reading macro.txt and init.txt, and dumping characters.
It should end with the path delimiter.
save_dir = <path>
Directory where saves and bones are stored. This option may be ignored
depending on the settings used to compile Crawl, but should be
honoured for the official Crawl binaries.
sound = <regex>:<path to sound file>
Plays the sound file if a message contains regex. The regex should
not include commas or colons. For example
sound = LOW HITPOINT WARNING:sound\sounds2\danger3.wav
Getting appropriate sound files may be difficult. Check other
roguelikes or old computer rpg's. Alternatively, ask for help at
the newsgroup rec.games.roguelike.misc.
3- Lua files.
==============
Lua files are scripts which can provide existing commands with a new meaning
or even create new commands (to be used in macros). If you don't know a
specific reason not to include some or all lua files, you'll do best to just
include them all.
lua_file = <path/name.lua>
The currently available lua's are
base.lua -- needed for other lua scripts
stash.lua -- annotates the stash file for better searching (Ctrl-F)
Searching for 'Long blades' will also turn up all weapons
with the long blade skill. Also, you can now look for
spellbooks ('book'), artifacts ('art'), ego items ('ego').
wield.lua -- shows more intelligent options when using 'w?'
kills.lua -- improves the Vanquished Creatures list in dump files;
currently gives three lists (Vanquished, Friendly, Others)
runrest.lua -- allows to remove certain stop condition when running
New options: runrest_ignore_poison, runrest_ignore_message
gearset.lua -- provides commands for switching of complete sets via macro
New macroable functions: rememberkit, swapkit
eat.lua -- prompts to eat chunks in inventory.
trapwalk.lua -- allows travel to cross certain traps if you have enough hp.
4- Interface.
==============
4-a Picking up and Dropping.
--------------------------------
autopickup = $?!:"/
By default, the list is empty. The valid symbols are
) Weapons
( Missiles
[ Armour
/ Wands
% Food
? Scrolls
" or = Jewellery
! Potions
+ or : Books
\ or | Staves
0 Orbs
} Misc items
X Corpses
$ Gold
Note that _whether_ items are picked up automatically or not, is
controlled by the in-game toggle Ctrl-A. Also note that picking up
takes a turn, but only one turn (regardless of the number of items).
If you teleport or blink onto a square with interesting items, these
will not be picked up.
default_autopickup = true
When set false, the game starts with autopickup turned off. You can
still toggle autopickup in-game with Ctrl-A.
safe_autopickup = true
When set, autopickup will not operate if there are visible unfriendly
monsters (or statues.) If safe_zero_exp is set (the default), zero-XP
monsters are considered friendly.
safe_zero_exp = true
If set, presence of only zero experience monsters (like plants) will
cause autopickups, even if safe_autopickup=true is set. This option
also settles whether autoprayer considers such monsters risky.
pickup_thrown = false
Pickup_thrown=true causes autopickup to grab thrown/fired missiles.
Many players use this because it eases ranged combat quite a bit. If
following suit, be aware that there are situations when there is no
time for picking up projectiles. Use Ctrl-A for switching off
autopickup altogether in such cases or set safe_autopickup=true.
pickup_dropped = true
Pickup_dropped lets autopickup affect objects you've dropped. Set to
false to block autopickup for dropped objects. This can be convenient.
assign_item_slot = (forward | backward)
When picking up items, the inventory slot into which the item goes is
normally the first free slot from a-zA-Z (this is the default "forward"
behaviour). Setting assign_item_slot to "backward" changes the slot
assignment to the first letter after the last slot.
For instance, if you have items on 'a' and 'c', then with
assign_item_slot = forward, the next item will go into 'b',
assign_item_slot = backward, the next item will go to 'd' instead.
With "backward", items dropped/fired and picked up later are more
likely to get their old slot back.
ban_pickup = <regex>
List of item name regexes for items which autopickup will never touch.
You can use multiple ban_pickup lines. Some typical examples are
ban_pickup = degeneration, decay, confusion, potions? of slowing
ban_pickup = potions? of strong poison,potions? of poison
ban_pickup = inaccuracy
ban_pickup = scrolls? of paper, immolation, curse armor, curse weapon
ban_pickup = forgetfulness, uselessness, noise, torment
drop_mode = (multi | single)
Single is the classical behaviour (and default): after pressing another
key, that item will be dropped. Multi makes an inventory menu appear,
allowing the selection of items to be dropped. (You can also switch to
multidrop from the classic drop line using the '@' key).
Multidrops are highly convenient. Be aware of the fact that every
single drop takes one turn. (This is different from picking up.) When
selecting multidrops, the top right corner will show the estimated
number of turns.
The order in which items get dropped is always from top to bottom in
the inventory listing.
drop_filter = <regex>
When selecting items using the global (de)select keys (',' or '-') in
a multidrop listing, you can choose to apply a filter: only items
whose names match the filter will be selected. The filter strings are
regexes. For instance, to quickly select carrion and rotting chunks of
meat, you could use:
drop_filter = skeleton, rotting, corpse
Other choices can come in handy as well, e.g. if you want to sacrifice
regularly all weapons except axes, use:
drop_filter = axe, broadaxe
Note that if you use this option, you will lose the (de)select all
keys. However, '*' inverts the current selection and so salvages this
problem.
The default is empty.
Using a Lua script, you can define a function "ch_autopickup" to select
additional items for autopickup. Let's say you want autopickup to only grab food
if your character can eat it (let's say you're playing a kobold and you want to
stop picking up vegetables). You could use the following (if '%' is not in the
autopickup option):
{
function ch_autopickup(it)
-- The "false" suppresses hunger checks to see if your character is hungry
-- enough to eat food/chunks.
return food.can_eat(it, false)
end
}
Here's a ch_autopickup that a mummy might find useful:
{
-- The mummy special. Remove % and ! from your autopickup option if you use
-- this.
function ch_autopickup(it)
return food.can_eat(it, false)
or ( item.class(it) == "Potions" and you.race() ~= "Mummy" )
end
}
4-b Targeting.
-------------------
target_zero_exp = true
Set to false to disable targeting zero exp monsters (i.e. plants)
in hostile targeting mode. This is usually convenient to do.
target_wrap = true
Set to true if targeting should wrap around from last to first and
vice versa.
target_oos = true
When cycling through items with 'x' look-around, setting target_oos to
true allows you to jump the cursor to dungeon features (<> for stairs,
Tab for shops, ^ for traps) and stashes (with the '*' and '/' keys) that
are outside line-of-sight but in the main view. This is most sensibly
used in connection with stash_tracking=all (see 4-g). Also see also
target_los_first below.
target_los_first = true
When cycling through items/features with the 'x' look-around command,
setting target_los_first to true will force the cursor to squares in
line-of-sight before going to squares outside LOS. Defaults to true.
confirm_self_target = false
Setting this to true will make Crawl ask for confirmation whenever
selecting the character as the target of a non-friendly-targeted spell
(i.e., something other than haste, healing or invisibility.)
default_fizzlecheck = false
If set to true, this will require a confirmation when cancelling
target mode in a way which will make the activated ability or spell
fizzle (e.g., when casting Magic Dart and cancelling targeting.)
It can be further toggled during play with the key Ctrl+T.
4-c Passive Sightings (via detection and rememberance).
-----------------------------------------------------------
detected_monster_colour = darkgrey
Monsters found by detect creatures will be coloured this colour; e.g.
detected_monster_colour = lightred
detected_item_colour = darkgrey
Items found by detect items will be given this colour, for example
detected_item_colour = green
colour_map = false
Colours out of sight map features on the playing screen.
clean_map = false
Cleans up out of sight monsters and clouds on the map. This is like
pressing Ctrl-C (clearing both main screen and level map) all the time.
Setting this to true can be disconcerting for summoners.
4-d Branding (Item and monster highlighting).
-------------------------------------------------
Branding refers to displaying particular monsters (e.g. summons) or items in a
special way; special as in reversing fore- and background. There are several
branding choices (these will not work everywhere; it depends on OS and
terminal):
standout -- often the same as reverse, might be underline or dim
bold -- used by colour curses for brightening foreground colours
blink -- used by colour curses for brightening background colours
reverse -- this will probably work
dim -- probably no effect
underline -- this will probably work
highlight:colour -- set background colour of branded monsters to "colour"
The last can be abbreviated to hi:colour.
See part Technical (6-) for dos_use_background_intensity under Windows and DOS.
By default, there is no branding activated.
heap_brand
Brand heaps of items (more than one item or stack). For, example
heap_brand = reverse
friend_brand
Brand friends in some way. This is very helpful for summoners. E.g.
friend_brand = hi:green
shows friends with a green background. If the friend is itself green,
it'll show up as black on green.
stab_brand
Some deities object to you stabbing monsters. Certain classes
specialise in stabbing monsters. Still other characters are happy if
they spot a monster before the monster spots them. In all these cases,
it helps to identify monsters that are unaware of the character (and
hence susceptible to being stabbed) without using the 'x' command. All
the normal 'brand' options apply. For example
stab_brand = hi:blue
may_stab_brand
Stabbing may be possible even if the monster is not asleep (if it's
confused or distracted, for instance). This option brands monsters that
you *might* be able to stab. Primarily useful for worshippers of The
Shining One. Purists may consider this unnecessarily spoily.
4-e Level Map Functions.
----------------------------
level_map_cursor_step = 10
How many squares the cursor moves on the level map when using
Shift-direction or * direction.
item_colour = false
Colours items on level-map.
show_waypoints = true
If set to true (the default), waypoints will be numbered on the level
map, assuming that they're on a floor square with nothing on it.
Otherwise only a green dot will mark the square.
4-f Travel and Exploration.
-------------------------------
travel_colour = true
Option to turn off colouring the level-map with travel information. Few
will set this to false; it's only there for backwards compatibility.
travel_delay = 20
How long travel waits after each move (milliseconds). Depends on
platform. Setting to -1 will jump to end of travel - you will not see
the individual moves.
travel_stair_cost = 500
travel_stair_cost determines how costly interlevel travel considers
stairs. With a high travel_stair_cost (such as the default of 500),
interlevel travel will always choose routes with the minimum number of
level changes possible. If you set travel_stair_cost to a low value
(such as the minimum of 1), interlevel travel will treat a staircase
just like a normal move, and it may consequently choose routes that
involve extra level transitions. This can be disconcerting in branches
with elevator-type stair arrangements, particularly in the Lair, where
there are typically long chains of elevator stairs, because travel will
go out of its way to use the elevator and minimise total travel
distance.
travel_avoid_terrain = (shallow water | deep water)
Prevent travel from routing through shallow water. By default, this
option is commented out. For merfolk and/or characters with permanent
levitation,
travel_avoid_terrain = shallow water, deep water
will prevent travel or explore from going through any water.
travel_exclude_radius2 = 68
The square of the radius around travel-excluded squares where travel
will refuse to go. Set to zero if you want to exclude single squares.
The default of 68 ensures that travel won't enter line-of-sight of any
dangerous thing at the travel-exclusion center.
travel_stop_message = <list of regexes>
Travel will always stop upon hitpoint loss, confusion, stat drain,
getting encumbered, catching sight of a non-friendly monster, and
teleporting. In addition, a message containing one of the expressions
in travel_stop_message will stop travel. For example,
travel_stop_message = Something appears
stops travel if Xom grants us a gift suddenly. To limit a substring
match to a message channel, prefix the substring with the channel name
and a colon. For instance, if you want travel to stop when you're hit
by divine retribution, you could use:
travel_stop_message = god:wrath finds you
If you'd like to stop travel for any message sent to a particular
channel, use a travel_stop_message line with that message channel name
and a colon alone. For example, if you've an amulet of the gourmand, and
are hankering after rotten meat, or you're playing a ghoul:
travel_stop_message = rotten_meat:
Stop travel for any god messages (including prayer)
travel_stop_message = god:
Multiple travel_stop_message lines can be used.
explore_stop = items,stairs,shops,altars
Explore will stop for one of these conditions. Whatever you set this
option to, anything that stops travel will also stop explore. Multiple
explore_stop lines are *not* cumulative! The last explore_stop line
will override all previous explore_stop lines.
runrest_ignore_message = <string>
This only works if runrest.lua has been sourced already in init.txt.
Any message containing the string will *not* stop your run. E.g.
runrest_ignore_message = prayer ends
runrest_ignore_poison = <poison damage>:<minimum hp>
This only works if runrest.lua has been sourced already in init.txt.
Poison damage of x will be ignored if you have at least y hp if you've
defined a runrest_ignore_poison = x:y option. Running here means
shift-running and resting only. Only one runrest_ignore_poison line is
considered. Note that for this work, you should also tell Crawl to
ignore the "You feel sick messages". For example,
runrest_ignore_message = You feel.*sick
runrest_ignore_poison = 4:100
trapwalk_safe_hp = <trap_name>:<minimum_hp>, ...
This only works if trapwalk.lua has been sourced already in init.txt.
Any square containing one of the listed trap types will be considered
safe for travel if your hp is greater than or equal to the number
connected to the trap in question.
All the existing trap types can be used, but in practice only the
mechanical traps (dart, bolt, arrow, needle, spear, axe, blade) make
sense. Note that travel tries to avoid traps if this is easily possible.
Defaults to none. For example,
trapwalk_safe_hp = dart:15, needle:25, spear:50
Using small scripts in init.txt, travel can get even more convenient.
* Deciding whether monsters are worth stopping for:
Defining a "ch_stop_run" function affects the monster stop condition for *all*
run modes: shift-running, travel, explore and interlevel travel.
{
function ch_stop_run(mons)
local name = mons.name
-- Stop running only if these monsters get closer than 3 squares
if name == "swamp worm" or name == "big fish"
or name == "giant goldfish" or name == "lava worm"
or name == "butterfly" then
-- mons.x and y coords are relative to the player.
local dist = mons.x * mons.x + mons.y * mons.y
if dist >= 9 then return false end
end
return true
end
}
4-g Stashes.
----------------
stash_tracking = (explicit | dropped | all)
A stash is a heap of items tracked by crawl. You can search in your
stashes with Ctrl-F. This options rules how stashes are generated.
When stash_tracking is set to 'explicit' (the default), you have to
explicitly tell the game what squares you want it to keep track of. You
do that by stepping onto the square containing your stash of goodies and
hitting Ctrl+S. The game will now keep track of what's on the square,
when you add and remove stuff from your stash. If you remove everything
from that square, the game will stop tracking the square altogether. You
can also erase a stash square with Ctrl-E.
When stash_tracking is set to 'dropped', any square where you drop
something becomes a stash, and the game keeps track of all such
squares.
When stash_tracking is set to 'all', the game marks any square where it
sees any object as a stash. That gives you a comprehensive list of
everything your character sees in the dungeon, but may slow the game
down and use too much memory on older computers.
4-h Command Enhancements.
-----------------------------
auto_list = false
Change to true if you want to automatically list appropriate inventory
items for commands like eat and read. This is like immediately hitting
'?', and can be confusing to beginners because they won't get to see
the prompts. This option does not apply to spell casting... Conjurers
would probably find that really annoying.
lowercase_invocations = false
Set this option to true if you prefer to have invocations on 'a'-'e'
instead of the traditional 'A'-'E' (which is the default). Setting to
true save invocations an annoying shift keypress.
easy_open = false
Open doors by moving on to them. Highly convenient. Note that travel
and exploration will automatically open doors depending on this option.
easy_butcher = false
If true, auto-switch to uncursed short blade for butchery.
easy_armour = true
Allows auto removal of armour when dropping it.
easy_confirm = (none | safe | all)
Make confirmation questions easier to answer:
none = force capitals on Y/N questions
safe = force only on questions that will end game (default)
all = never force capitals
WARNING TO KEYPAD USERS: The number 7 is mapped to the letter 'y',
which can result in accidentally answering yes to questions; it is
suggested that you use a value of 'none' or 'safe'
easy_quit_item_lists = false
Setting this option to true allows the quitting of item listing with
space as well as escape. These lists are essentially all of those that
are requesting an inventory item and accept '?' and '*'.
The identify list will never easy quit. The default is false.
easy_exit_menu = true
In multidrop (and pickup) menus, paging past the end will drop out of
the menu if easy_exit_menu is true.
default_autoprayer = false
When set to true, the game will start with automatic prayers. This
option can be toggled in-game with Ctrl-V.
Letting Crawl pray throughout and automatically can be useful for gods
like Trog and Makhleb, who constantly demand kills from their followers.
Automatic prayers take a turn like manual prayers and will only happen
if
- there is no hostile monster in sight
- some further conditions (like not standing at an altar)
Note that even when you're praying, you can renew prayer anytime.
Also note the option safe_zero_exp (see 4-a) decides whether zero
experience monsters (like plants) are considered hostile.
sort_menus = false
When set to true, items are sorted by description in inventory and
pickup menus. When set to false (default), items are ordered by
equipment slot.
4-i Messages and Display Enhancements.
------------------------------------------
show_uncursed = true
This option adds the text "uncursed" to items where the curse status is
relevent and known. Does not bother to show "uncursed" on items that are
fully identified (showing pluses), since that wound be redundant and
waste space. Should be set to true.
hp_warning = 25
hp_warning gives "* * * LOW HITPOINT WARNING * * *" on the danger
channel when the player takens damage and their hitpoints are less than
this percentage of their maximum (use 0 to turn off these messages). It
is recommended to use
hp_warning = 55
terse_hand = true
Set this to false to have the "in hand" description on the main screen
the same as the inventory. The default setting of true will give the
newer more terse description that should fit the limited space better
(but will be harder for new players to understand).
delay_message_clear = false
Setting this option to true will delay the clearing of messages until
the message space is full (default is false which results in clearing
between player actions).
always_greet = false
always_greet will give the race/class and god messages everytime the
game is started.
menu_colour = <colour>:<regex>
This prints a line (of the inventory, a menu, or the discoveries
screen) containing regex in the stated colour. There can be several
statements in a list, or also several menu_colour lines. When using
several menu_colour lines, the colour of the _first_ matching regex
is applied. For a list of colours, check the colour option in 6-a.
To colour worn stuff and highlight cursed items, take
menu_colour = lightred: cursed.*(worn|neck|hand|weapon)
menu_colour = green:(worn|neck|hand|weapon)
menu_colour = red: cursed
If you frequently die because you forget to use emergency items, try
menu_colour = cyan:(potions? of heal wounds|teleportation)
menu_colour = lightcyan:(blinking|wand of (fire|cold|draining))
To quickly check what potions were trashed by a mummy curse, use
menu_colour = lightred:potions? of (degeneration|decay)
4-j Missiles.
-----------------
fire_items_start = a
Sets the first inventory item to consider. Default is a, many use c.
fire_order = launcher, dart, stone, dagger, spear, handaxe, club
The list should be on one line of items, with commas between items.
'launcher' refers to firing the appropriate missile for the wielded
weapon (ie crossbow, bow, sling, blowgun). You'll almost certainly
want it first, as it'll be ignored when you're not wielding a ranged
weapon. The default is
fire_order = launcher, dart
To quickly experiment with a weapon-throwing character - e.g. to
make your Berserker actually use those three spears he carries around,
try a line similar to:
fire_order = launcher, dagger, spear, handaxe, stone, dart
<See also pickup_thrown in A.4a.>
4-k Message Channels.
-------------------------
Crawl communicates to the players with its message window. Every message belongs
to one of the so-called channels. The behaviour of each channel can be changed
with the option
channel.CHANNEL_NAME = (COLOUR | mute | default | on | off | plain)
CHANNEL_NAME can currently be one of these:
plain = regular text (and things "uncoloured")
prompt = input prompts to the player
god = messages from the gods
pray = standard praying messages (start/end of prayer)
duration = messages about character spells/effects wearing off
danger = serious threats to the characters existence
food = warnings about food
warning = various other warnings
recovery = recovery from disease/stat loss/poison conditions
multiturn = indicates long actions (wearing armour, dissecting etc.)
talk = monsters talking (acting)
intrinsic_gain = level/stat/species power gains
mutation = gain/lose mutations
monster_spell = messages about monsters gesturing and casting spells
monster_enchant = messages pertaining to monster enchantments (up or down)
monster_damage = messages telling how damaged a monster is
rotten_meat = messages about chunks/corpses becoming rotten
The channel options are
mute = show no messages from channel (dangerous, be careful!)
default = turn channel on to it's default scheme
alternate = turn channel on to it's alternate "colourful" scheme
on = same as default
plain = make channel the same colour as the "plain" channel
(won't do anything silly like "mute" if plain == mute, though)
off = same as plain
COLOUR can be any of the colours described in section 6-a (colours option).
The only multi-colour channels currently are monster_damage and god. All other
channels are defaulted to on, except for multiturn, which defaults to mute.
Note that the template init.txt sets
channel.multiturn = on
in order to help new players. You may want to comment out this option, if
the messages are too verbose.
4-l Inscriptions.
---------------------
In Crawl, items can be manually inscribed with the '{' command. This adds a
note in curly braces to the item inscription. Several inscriptions are
functional, namely all containing one of the following
@w9 -- now typing 'w9' will wield this item
@*9 -- now any action command followed by '9' will use this item
!w -- before wielding this item, Crawl will ask for confirmation
!* -- any action with this item causes a prompt
=g -- item will be picked up automatically if autopickup is on
=k -- item will be ignored in all listings on the ground
(it can still be picked up if it's the only item on the ground)
(in the example 'w' could be any sensible command and '9' could be any digit).
An item may contain more than one shortcut.
autoinscribe = <regex>:<inscription>
Any item whose description contains the regex will be automatically
inscribed (if autopickup is toggled on). For example, marking all
royal jellies and honeycombs eases the Hive (if food is not in the
autopickup option):
autoinscribe = royal jell:=g
autoinscribe = honeycomb:=g
4-m Macro related Options.
------------------------------
flush.failure = true
flush.command = false
flush.message = false
These are useful when using macros. Setting one of these sub-options
to true will cause the entire input buffer to be dumped and thus
effectively stop the macro. The sub-options currently are
failure -- when spells/abilities get miscast
command -- whenever the game is about to get the next command
message -- whenever the game outputs a non-mute message
5- Character Dump.
===================
5-a Items and Kills.
------------------------
The character dump or morgue files end with a list of all monsters that perished
while the character was active. By default, dead monsters are grouped in three parts:
Vanquished Creatures -- monsters killed by the character
Collateral Kills -- kills of friendly monsters
Others -- all other casualties (e.g. traps, hostile monsters)
kill_map = friend:you, other:you
will merge friendly and other kills into the main vanquished creatures
list. Note that the merging is only for display (the game still
maintains three separate lists internally) and that kill places (see
below) may be in the wrong order for merged entries. The default is an
empty list.
dump_kill_places = (none | all | single)
In the Vanquished Creatures list, this option controls how the
locations of each kill are displayed. Use 'none' to suppress place
display altogether, 'all' to display all known (up to 5) kill places,
anything else to the default of showing kill places only for single
kills
dump_item_origins = artifacts, rods
The game remembers where you find items. If you want this item origin
memory listed in your dumps, use this option to select which items get
annotated. Available selectors are:
artifacts, ego_arm, ego_weap, jewellery, runes,
rods, staves, books, all, none.
If you use multiple dump_item_origins lines, the last line takes effect;
all preceding lines are ignored.
If you don't want any items to be annotated, set dump_item_origins to
none, and set dump_item_origin_price to -1.
dump_item_origin_price = 100
Item origins are dumped if the price of the item is greater than or
equal to this amount. Set this to -1 to prevent selection by price.
dump_message_count = 4
The number of last messages to be displayed in character dump files.
dump_order = header,stats,misc,notes,inventory,skills
dump_order += spells,mutations,messages,screenshot,kills
Controls the order of sections in the dump. You can use multiple
dump_order lines - all lines but the first must use dump_order +=
verbose_dump = false
verbose dump causes less important item details to appear in character
dumps.
5-b Notes.
--------------
Crawl can automatically log certain events during play. You can read these in
the dump or morgue files. Below are options for tweaking this behaviour.
use_notes = true
Set to true to get note-taking. The following events are logged:
- Gaining or losing a level
- Entering a dungeon level for the first time
- Memorizing a spell of higher level than any learned before
- Becoming a worshipper of a god
- Abandoning a god
- Receiving a gift from a god (except Xom)
- Being able to invoke a godly power for the first time
- Identifying items (see below)
- Killing OOD or unique monsters (see below)
- Reaching critical HP levels (see below)
- Gaining or losing mutations
- Reaching significant levels in a skill (see below)
You can use the command ':' for manually adding notes.
note_items = <regexes>
When an item is identified, it will be noted if it is an artifact
(fixed, unrand, or random) or if its short description matches a regex.
E.g.
note_items = rod,book,rune,aquirement
ood_interesting = 8
Monsters which are out of depth (OOD for short) for their current level,
e.g. a dragon on level 2, will be noted if they are out of depth by at
least ood_interesting levels. To disable OOD monster noting, set
ood_interesting to 500; the default is 8.
Unique monsters are always noted, regardless of this setting.
OOD monsters are only noted in the main dungeon.
note_hp_percent = 5
If your HP falls below a certain note_hp_percentage of your max HP, a
note will be taken. There is some code to avoid repetitions of notes
based on the same incident. The default is 0, which means no noting.
note_skill_levels = 1,5,13,27
This sets which skill levels are noteworthy. You can have multiple
note_skill_levels lines. The default is nothing (no notes.)
note_skill_max = false
Setting this option will cause a note whenever a new maximum in skill
levels is reached. If note_skill_max is true and note_skill_levels is
nonempty, notes will be taken whenever either of the criteria are met.
note_monsters = <regex list>
Monsters whose name matches an item in this comma-separated list are
considered interesting. You can have multiple note_monsters lines. E.g.
note_monsters = Klown,orb of fire
note_messages = <regex list>
Messages which match an item in this comma-separated list are
considered interesting. You can have multiple note_messages lines. E.g.
note_messages = Something interferes
note_messages = protects you from harm
If you want all banishments to the Abyss noted, use
note_messages = [bB]anish.*Abyss
If you want a note when your draconian scales turn <colour>, use
note_messages = Your scales start
note_all_spells = true
Will add a note for each spell memorised.
6- Miscellaneous.
==============
6-a All OS.
---------------
macro_meta_entry = true
macro_meta_entry lets you specify non-printable keycodes like \{3} when
creating a macro. For instance, if you want to keymap 0 to Escape, you'd
use a target keycode of \{27}.
colour.OLDCOLOUR = NEWCOLOUR
Useful for terminals where some colours are hard to read (and cannot
be adjusted), as well as for creating a custom scheme, especially when
used with the background option on a terminal with a non-black
background.
Format is colour.OLDCOLOUR = NEWCOLOUR, later rules take preference and
the NEWCOLOUR is always literal (ie. it won't re-evaluate to a
different colour).
The colours are:
black, blue, green, cyan, red, magenta, brown, lightgrey,
darkgrey, lightblue, lightgreen, lightcyan, lightred,
lightmagenta, yellow, white
with lightgray = lightgrey, darkgray = darkgrey. Some examples:
colour.lightgray = black
colour.lightcyan = cyan
colour.yellow = brown
wiz_mode = (no | never | yes)
Wizard mode options (available only in WIZARD compiles):
yes -- start games in wizard mode (game will not be scored)
no -- still allows player to enter wizard mode after start of game
never -- never allow a wizard command to be used
char_set = (ascii | ibm | dec)
Chooses different character sets for the game play screen. DOS and
Windows users will want to use the IBM character set, Unix users will
prefer DEC or plain ASCII.
cset_ascii, cset_ibm, cset_dec, cset_any
Can be used to change individual characters in a specific character
set (the character set used for display is determined by the char_set
option). The syntax is the same for all of these; cset_any changes
characters in all character sets.
cset_XXX = <dungeon_character_name : symbol>
a list of these is allowed, as well.
The possible entries for dungeon_character_name are:
wall, wall_magic, floor, floor_magic, door_open, door_closed, trap,
stairs_down, stairs_up, altar, arch, fountain, wavy, statue,
invis_exposed, item_detected, item_orb, item_weapon, item_armour,
item_wand, item_food, item_scroll, item_ring, item_potion,
item_missile, item_book, item_stave, item_miscellany, item_corpse,
item_gold, item_amulet, cloud
Most of these are self-explanatory. "arch" is used for shops and
portals. "floor_magic" and "wall_magic" are used to display
magic-mapped squares on the level map. "invis_exposed" is the character
for water creatures submerged in shallow water, or invisible creatures
wading in shallow water.
Symbols can be specified using a letter, or by a number (decimal code).
For an example on IBM displays,
cset_ibm = wall:219, arch:0
shows walls as solid blocks and shops and portals as '0'.
feature = <regex> { <symbol>, <magicmap symbol>, <view colour>,
<levelmap_magic_colour>, <levelmap_seen_colour> }
where <regex> is a regular expression describing a dungeon feature. This
regex should match the description when using the 'x' command. In case
the regex matches several descriptions, all such features are affected.
The list in {...} specifies the appearance of the dungeon feature(s),
and should be self-explanatory. <symbol> can be used to override the
above cset options, or also to distinguish among subtypes of a
character.
'magic' always refers to magic mapping. So the <magicmap symbol> entry
determines what symbol will be used for features only detected via magic
mapping.
Leading parameters in the {...} list can be omitted by leaving them
blank and using placeholder commas. Trailing parameters can be omitted
without placeholder commas.
Multiple feature option lines can be used, as can multiple feature
descriptions strung together on the same line separated by semicolons.
Examples:
feature = rock wall { , , red } # shows rock walls in red
feature = metal wall {#} # use '#' for metal walls
6-b DOS and Windows.
------------------------
dos_use_background_intensity = false
On DOS and Windows, if you're using a console that can do high-intensity
background colours, set this option to true for superior
friend-branding. If your console doesn't like this option, some friendly
monsters will appear as blinking characters (and setting this option to
false may be advisable to preserve your sanity in such cases).
6-c Unix
------------
background = <colour>
Sets the default background colour by name (defaults to BLACK). This
may be useful if you're using a terminal with a background colour other
than black (such as an xterm), but this option is still experimental
and the results may not be very good.
DUNGEON CRAWL Stone Soup v0.1.3.
- the manual -
Contents
--------
A. Overview
B. Starting Screen
C. Abilities and Stats
D. Dungeon Exploration
E. Experience and Skills
F. Monsters
G. Items
H. Spellcasting
I. Religion
J. Mutations
K. Keymaps, Macros, Options
L. Licence, Contact, History
M. Philosophy
X.1 List of Species
X.2 List of Classes
X.3 List of Skills
X.4 Keys and Commands
X.5 List of Enchantments
--------------------------------------------------------------------------------
A. Overview
--------------------------------------------------------------------------------
Crawl is a fun game in the grand tradition of games like Rogue, Hack and Moria.
Your objective is to travel deep into a subterranean cave complex and retrieve
the Orb of Zot, which is guarded by many horrible and hideous creatures.
Detailed instructions for playing Crawl follow. If you want to get into the game
quickly, read the quick-start guide (quickstart.txt) and learn as you play.
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.
--------------------------------------------------------------------------------
B. STARTING SCREEN
--------------------------------------------------------------------------------
After starting Crawl, you'll be asked to type in a name. If there is a saved
game of that character, it will be restored, otherwise you proceed choosing race
and class (this can be done in either order). The choice ofspecies affects
several important characteristics, in particular the speed with which the
different skills are learned. This is very important, and helps to differentiate
clearly the 26 available races. To be complete, the following factors are
species-dependent:
Major: o Your choice of classes
o Your rate of level advancement
o Your rate of skill advancement
o Your initial primary attributes (this also depends on class)
Minor: o Occasional bonus points added to some primary attributes
o The amount of hit points you get each level
o The amount of magic points you get each level
o Your initial equipment (this also depends on class)
o Various special abilities and powers
Note that Humans are the average to which all other races are compared.
The choice of class is definitely less decisive than that of species in Crawl.
Basically, it settles what the character has learned prior to entering the
dungeon (i.e. the starting skills), and also has impact on equipment and
hit/magic points at start.
Some species are slower than humans in most/all skills. For some classes 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.
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.
For some combinations of race and class, some further choices have to be made,
e.g. of starting god for Chaos Knights, or of starting weapon for Fighters.
--------------------------------------------------------------------------------
C. ATTRIBUTES AND STATS
--------------------------------------------------------------------------------
The stat area tp the right of the playing map shows a lot of numbers. These
describe different aspects of the hero. The most basic ones are
Hit points: A measure of life force. Death results from hitpoints dropping
----------- to zero or less (although there are additional ways to die).
The main screen shows hit points in the format HP: 8/10
which means that the number of maximal hit points is 10, from
which the character currently has 8. Resting (by pressing 's',
'.', Del will slowly restore hit points; for longer resting use
'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.
Magic points: A measure of magic or other intrinsic power. This is used for
------------- spellcasting, but also berserking and invoking of many special
abilities. Displayed in a style similar to hit points, nothing
bad happens if these drop to zero. Resting restores these, too.
It is uncommon to have more than 50 magic points (without using
external devices).
Level: Starting characters have experience level 1; the highest level
------ is 27. The current level is displayed in the stat area after
"Experience". Gaining a level nets additional hit and magic
points, as well as spell slots and sometimes primary attributes.
The following primary attributes describe the abilities of a character to fight,
dodge, learn spells etc. They grow permanently from gaining levels, and
temporary from using appropriate artefacts or abilities. Crawl has only three:
Strength: Affects the amount of damage you do in combat, as well as how
--------- much stuff you can carry.
Intelligence: Affects how well you can cast spells as well as your ability
------------- to use some magical items.
Dexterity: Affects your accuracy in combat, your general effectiveness
---------- with missile weapons, your ability to dodge attacks aimed at
you, and your ability to use thiefly skills such as
backstabbing and disarming traps. Although your dexterity does
not affect your evasion score (EV) directly, any calculation
involving your EV score also takes account of your dexterity.
Furthermore, the following numbers settle the appearance of your character.
Armour Class: Also called AC, when something injures you, your AC reduces the
------------- amount of damage you suffer. The number next to your AC is a
measure of how good your shield (if any) is at blocking attacks.
In both cases, more is better.
Evasion: Also called EV, this helps you to avoid being hit by unpleasant
-------- things.
Gold: This is how much money you're carrying. Money adds to your
----- final score, and can be used to purchase items in shops.
Magic Resistance: Affects your ability to resist the effects of enchantments 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.
Sometimes characters will be able to use special abilities, for example the
Naga's ability to spit poison or the magical power to turn invisible granted by
a ring. These are accessed through the 'a' command.
There are many ailments or enchantments that can temporarily befall you. These
are noted in the stats area below the experience line. Many of them are
self-explaining, like Pray, or Hungry. Many others, however, can be subtle, and
a full list with explanations is given in appendix X.5.
--------------------------------------------------------------------------------
D. EXPLORING THE DUNGEON
--------------------------------------------------------------------------------
Movement:
---------
You can make your character walk around with the numeric keypad (try both
Numlock on and off) or the "Rogue" keys (hjklbnyu). If this is too slow, you can
make your character walk repeatedly by typing shift and a direction. They will
walk in that direction until any of a number of things happen: a hostile monster
is visible on the screen, a message is sent to the message window for any
reason, you 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 equivalent to just pressing the direction key
several times.
Resting and Searching:
----------------------
If you press shift and '5' on the numeric keypad (or just the number '5' 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 adjacent to you.
Examining:
----------
The section of the viewing window which is coloured (with the '@' representing
you at the centre) is what you can see around you. The dark grey around it is
the parts of the level which you have visited, but cannot currently see. The 'x'
command lets you move the cursor around to get a description of the various
dungeon features, and typing '?' when the cursor is over a monster brings up a
short description of that monster. You can get a map of the whole level (which
shows where you've already been) by typing the 'X' key. This map specially
colour-codes stairs and known traps, even if something is on top of them.
Staircases and Portals:
-----------------------
You can make your way between levels by using staircases, which appear as '>'
(down) and '<' (up), by pressing the '>' or '<' keys. If you ascend an up
staircase on level one, you will leave the dungeon forever; if you are
carrying the magical Orb of Zot, you win the game by doing this.
Occasionally you will find an archway; these lead to special places like shops,
magical labyrinths, and Hell. Depending on which type of archway it is, you can
enter it by typing '<' or '>'.
Doors and Traps:
----------------
Doors can be opened with the 'o' command and closed with the 'c' command.
Pressing control plus a direction also opens doors. If there is no closed door
in the indicated space, you will attempt to attack any monster which may be
standing there (this is the only way to attack a friendly creature hand-to-
hand). If there is no creature there, you will attempt to disarm any trap in
the target square. If there is apparently nothing there you will still attack
it, just in case there's something invisible lurking around.
A variety of dangerous and irritating traps are hidden around the dungeon. Traps
look like normal floor until discovered. Some traps can be disarmed with the
control-direction commands.
Shops:
------
When you are in a shop, you are given a list of the shopkeeper's stock from
which to choose, and a list of instructions. Unfortunately the shopkeepers all
have an enterprise bargaining agreement with the dungeon teamsters union which
prevents them using non-union labour to obtain stock, so you can't sell
anything in a shop (but what shopkeeper would buy goods from a disreputable
adventurer like you, anyway?).
Automated Travel and Exploration:
---------------------------------
Crawl has an extensive automated travel command: pressing Ctrl-G lets you chose
any dungeon level, the game will then take the shortest path to reach this
destination. You can use autotravel also on the level map: 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. When
your autotravel gets interrupted, Crawl will remember the previous destination.
Hitting Ctrl-G again and following with Enter puts the cursor on that square.
See appendix X.4 for all commands and shortcuts in level-map mode.
Another use of autotravel is exploration: Ctrl-O makes your character move
to the nearest unexplored area. This can be dangerous - do not use it when known
hostiles are around! Also note that this algorithm is not optimal: by manual
exploration you can save turns; yet auto-explore will probably save real-time.
Stashes and Searching:
----------------------
Since you can only carry 52 items, you will want to safely stash things away
at some time. Pressing Ctrl-S tells Crawl to consider all items on the square
as a Stash (this is only necessary with the option stash_tracking=explicit,
which is the default; with the other two values manually declaring stashes is
not necessary). You can use the Find command Ctrl-F to search among your
stashes; the parser accepts even regular expressions, although you will mostly
just need strings like 'mutation', 'heal wounds' etc. Ctrl-F also looks among
items in shops. A list with all places is presented, where objects matching
the search are (or have been) located; you can then travel there.
The Goal:
---------
You goal is to locate the Orb of Zot, which is held somewhere deep beneath the
world's surface. The Orb is an ancient and incredibly powerful artefact, and
the legends promise great things for anyone brave enough to extract it from
the fearsome Dungeon. Some say it will grant immortality or even godhood to
the one who carries it into the sunlight; many undead creatures seek it in the
hope that it will restore them to life. But then, some people will believe
anything. Good luck!
Further Help:
-------------
A full list of the commands available to you can be accessed by typing '?'
(question mark). If you don't like them, they can be changed by the use of
keymaps and macros. See macro.txt in the Docs directory. A full list of all
default commands (in the various modes) also appears in appendix X.4.
--------------------------------------------------------------------------------
E. EXPERIENCE AND SKILLS
--------------------------------------------------------------------------------
When you kill monsters, you gain experience points (xp) and you also receive one
half 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.
Additionally, the experience you gain is used for your experience pool. This
pool of points is used up whenever you practice 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 X.3 for a detailed description of all skills present in
Crawl. It is very important that the learn in which a character learns a skill
depends solely on race. These so-called aptitudes are hinted at generally in the
list of species (see appendix X.1).
You can see your character's skills by pressing the 'm' key; the higher the
level of a skill, the better you are at it. 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.
fight with a certain type of weapon, cast a certain type of spell, or walk
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
down from 9 to 0 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 Fighting, and similarly with magic skills and
Spellcasting.
Occasionally you fill a manual of a skill which allows to make quick progress in
this area. Whenever you read it, all free experience is transferred into
exercising this particular skill. This can be done until a fixed amount of
experience has been spent that way.
--------------------------------------------------------------------------------
F. MONSTERS
--------------------------------------------------------------------------------
In the caverns of Crawl, you will find a great variety of creatures, most of
which are displayed by capital or small letters of the alphabet. Many of them
would very much like to eat you. To stop them doing this, you will need to
fight. To attack a monster, stand next to it and move in its direction; this
makes you attack it with your wielded weapon. Of course, some monsters are just
too nasty to beat, and you will find that discretion is often the better part of
valour.
Some monsters can be friendly; friendly monsters will follow you around and
fight on your behalf (you gain 1/2 the normal experience points for any kills
they make). You can command your allies using the '!' key, which lets you either
shout to attract them or tell them who to attack.
A special kind of monsters are Uniques. Many of these come up with very nasty
ideas how to rid the dungeon of you. Treat them very carefully, in particular if
you meet a unique for the first time.
Other, even rarer, obstacles are statues. These appear in a variety of ways,
ranging from harmless granite ones (who still often signify something of
interest) to really dreadful ones. Be alert whenever seeing such a statue. The
best method to destroy statues is by means of wands of disintegration; you can
also bash one by brute force, however.
When playing Crawl, you will undoubtely want to develop a feeling for the
different monster types. For example, some monster leave edible corpses, others
don't, and still others are 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 then closed combateers. Learn from past deaths
and remember which monsters pose the most problems. Try to treat them with
different measures in future encounters.
--------------------------------------------------------------------------------
G. ITEMS
--------------------------------------------------------------------------------
In the dungeons of Crawl there are many different kinds of normal and magical
artefacts to be found and used. Some of them are useful, some are nasty, and
some give great power, but at a price. Some items are unique; these have
interesting properties which can make your life rather bizarre for a while.
They all fall into several classes of items, each of which is used in a
different way. Here is a general list of what you might find in the course of
your adventures, how these are displayed and what commands there are to use
them:
) weapons (use 'w'ield)
( ammunition (use 't'hrow or 'f'ire)
[ armour (use 'W'ear and 'T'ake off)
% food (use 'e'at; also 'D'issect for corpses)
? scrolls (use 'r'ead)
! potions (use 'q'uaff)
/ wands (use 'z'ap)
= rings (use 'P'ut on and 'R'emove)
" amulets (use 'P'ut on and 'R'emove)
\ staves, rods (use 'w'ield for staves; 'E'voke for rods)
+ spellbooks (use 'r'ead and 'M'emorise and 'Z'ap)
} miscelleneous (use generally 'w'ield and 'E'voke)
There are several general keys for item management:
'd' drop item
'g' pick up item from the ground (also with the comma key ',')
for several items press 'g' or ',' twice to get a pickup menu
'=' reassign item slot (works also for spells slots)
'i' shows inventory
'v' examine item
'}' inscribe item
'\' check list of already discovered items
Item usage:
-----------
You pick items up 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?" or
"pick up <x>?", if you type a number before either the letter of the item,
or 'y' or 'n' for yes or no, you will drop or get that quantity of the item.
Picking up items from one square takes always one turn. Dropping several
items in one go takes _more_ turns, so be careful here.
Typing 'i' gives you an inventory of what you are carrying. When you are
given a prompt like "Throw [or wield, wear, etc] which item?", you can type
the letter of the item, or you can type '?' or '*' to get an inventory list.
'?' lists all appropriate items, while '*' lists all items, appropriate or
not. When the inventory screen is showing "-more-", to show you that there
is another page of items, you can type the letter of the item you want
instead of Space or Enter. 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 inventory screen.
You can use the adjust command (the '=' key) to change the letters to which
your possessions are assigned. This command can be used to change spell
letters as well.
Some items can be stickycursed, in which case they weld themselves to your
body when you use them. Such items usually carry some kind of disadvantage:
a weapon or armour may be damaged or negatively enchanted, while rings can
have all manner of unpleasant effects on you. If you are lucky, you might
find magic which can rid you of cursed items.
Items like scrolls, potions and some other types each have a characteristic,
like a label or a colour, which will let you tell them apart on the basis of
their function. However, these characteristics change between each game, so
while in one game every potion of healing may be yellow, in another game
they might all be purple and bubbly. Once you have discovered the function
of such an item, you will remember it for the rest of the current game. You
can access your item discoveries with the '\' key.
A very useful command is the 'v' key, which gives you a description of what
an item does. This is particularly useful when comparing different types of
weapons, but don't expect too much information from examining unidentified
items.
Another useful command is the '{' key which lets you inscribe items with a
comment. You can also inscribe commands; in particular inscripting '=k'
will cause the item to be completely ingnored from now 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', i.e. regardless of their actual item
slot (here 'w'ield could be replaced by any sensible command key, using '*'
signifies all keys at once; and the '9' could be substituted by any digit).
An item with '!w' demands confirmation before wielding. For more on this, and
especially auto-inscription, see crawl-options.txt.
) Weapons:
----------
These are rather important. You will find a variety of weapons in the
dungeon, ranging from small and quick daggers to huge, cumbersome
battleaxes and pole-arms. Each type of weapon does a differing amount of
damage, has a different chance of hitting its target, and takes a
different amount of time to swing. You should choose your weapons
carefully; trying to hit a bat with a greatsword is about as clever as
bashing a dragon with a club. For this reason it is wise to have a good
mixture of weapon skills. Skills affect damage, accuracy and speed.
Weapons can be enchanted; when they are identified, they have values which
tell you how much more effective they are than an unenchanted version. The
first number is the enchantment to-hit, which affects the weapon's
accuracy, and the second is its damage enchantment; weapons which are not
enchanted are simply '+0'. Some weapons also have special magical effects
which make them very effective in certain situations. Some types of hand
weapons (especially daggers, spears and hand axes) are quite effective
when thrown.
You can wield weapons with the 'w' command, which is a very quick action.
If for some reason you want to go bare-handed, type 'w' followed by a
hyphen ('-'). Note that weapons are not the only class of item which you
can wield.
The ' (apostrophe) key is a shortcut which automatically wields item a. If
item a is being wielded, it causes you to wield item b instead, if possible.
Try assigning the letter a to your primary weapon, and b to your bow or
something else you need to wield only sometimes. Note that this is just a
typing shortcut and is not functionally different to wielding these items
normally.
( Ammunition:
-------------
If you would rather pick off monsters from a safe distance, you will need
ammunition for your sling or bow. Darts are effective when simply thrown;
other kinds of ammunition require you to wield an appropriate device to
inflict worthwhile damage. Ammunition has only one "plus" value, which
affects both accuracy and damage. If you have ammunition suitable for
what you are wielding, the 'f' command will choose the first lot in your
inventory, or you can use the 't' command to throw anything. If you are
using the right kind of hand weapon, you will "shoot" the ammunition,
otherwise you "throw" it. At times it also sensible to throw weapons like
spears, daggers, or hand axes.
When throwing something, you are asked for a direction. You can either
enter one of the directions on your keypad, or type '*' and move the
cursor over your target if they are not in a direct line with you. When
the cursor is on them, press '.' (period) or Delete to target them (you
can also target an empty space if you want). If you press '>' instead of
'.', the missile will stop at that space even if it misses, and if the
target space is water, it may hit anything which might be lurking beneath
the surface (which would otherwise be missed completely). If you type '.'
(or Del) instead of a direction or '*', or if you target yourself as
described above, you throw whatever it is at yourself (this can be useful
when zapping some wands; see later). Also, if you type 'p' instead of a
direction or '*', you will target your previous target (if still
possible).
[ Armour:
---------
This is also rather important. When worn, most armour improves your Armour
Class, which decreases the amount of damage you take when something
injures you. Unfortunately the heavier types of armour also hamper your
movement, making it easier for monsters to hit you (ie reducing your
evasion score) and making it harder for you to hit monsters. These effects
can be mitigated by a high Armour skill. Wearing heavy armour also
increases your chances of miscasting spells, an effect which is not
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 lightning
bolts. Wearing a shield (especially a large shield) makes you less
effective in hand combat. Shields are more effective when you're fighting a
small number of foes than when you're surrounded.
In general, shields come in three sizes: bucklers, shields, and large
shields. All shields can be used with bows and rods, although the penalties
make it rather inadvisable for anything other than a buckler.
Some magical armours have special powers. These powers are sometimes
automatic, affecting you whenever you wear the armour, and sometimes must
be activated with the 'a' command.
You can wear armour with the 'W' command, and take it off with the 'T'
command.
% Food:
-------
This is extremely important. You can find many different kinds of food in
the dungeon. If you don't eat when you get hungry, you will eventually
die of starvation. Fighting, carrying heavy loads, casting spells, and
using some magical items will make you hungry. When you are starving you
fight less effectively as well. You can eat food with the 'e' command.
? Magical Scrolls:
------------------
Scrolls have many different magical spells enscribed on them, some good
and some bad. One of the most useful scrolls is the scroll of Identify,
which will tell you the function of any item you have in your inventory;
save these up for the more powerful and inscrutable magic items, like
rings. You can read scrolls (and by doing so invoke their magic) with the
'r' command.
! Magical Potions:
------------------
While scrolls tend to affect your equipment or your environment, most
potions affect your character in some way. The most common type is the
simple healing potion, which restores some hit points, but there are many
other varieties of potions to be found. Potions can be quaffed (drunk)
with the 'q' command. Try to avoid drinking poisonous potions!
By the way, you can also drink from fountains you encounter in the dungeon.
/ Wands:
--------
Sometimes you will be lucky enough to find a stick which contains stored
magical energies. Wands each have a certain amount of charges, and a wand
will cease to function when its charges run out. You must identify a wand
to find out how many uses it has left. Wands are aimed in the same way as
missile weapons, and you can invoke the power of a wand by 'z'apping it.
=" Rings and Amulets:
---------------------
Magical rings are among the most useful of the items you will find in the
dungeon, but can also be some of the most hazardous. They transfer various
magical abilities onto their wearer, but powerful rings like rings of
regeneration or invisibility make you hunger very quickly when activated.
You can put on rings with the 'P' command, and remove them by typing 'R'.
You can wear up to two rings simultaneously, one on each hand; which hand
you put a ring on is immaterial to its function. Some rings function
automatically, while others require activation (the 'a' command).
Amulets are similar to rings, but have a different range of effects (which
tend to be more subtle). Amulets are worn around the neck, and you can
wear only one at a time.
\ Staves:
---------
There are a number of types of magical staves. Some enhance your general
spellcasting ability, while some greatly increase the power of a certain
class of spells (and possibly reduce your effectiveness with others).
Some are spell staves, and hold spells which you can cast without having
to memorise them first, and also without consuming food. You must wield a
staff like a weapon in order to gain from its power, and magical staves
are as effective as +0 quarterstaves in combat. Spell staves can be
Invoked with the 'E' command while you are wielding them.
+ Books:
--------
Most books contain magical spells which your character may be able to learn.
You can read a book with the 'r' command, which lets you access a
description of each spell, or memorise spells from it with the 'M' command.
Some books have other special effects, and powerful spellbooks have been
known to punish the attentions of incompetent magicians.
Occassionally you will find manuals of some skill. Reading these will cause
to go your free experience straight into that skill.
% Carrion:
----------
If you manage to kill a monster delicately enough to avoid scattering bits
of it around the room, it may leave a corpse behind for you to play with.
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, and being extremely hungry helps as well. Even then, you
should choose your homemade food with great care.
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.
{ Miscellaneous:
----------------
These are items which don't fall into any other category. You can use many
of them by wielding and 'E'voking them. You can also use some other
special items (such as some weapons) by invoking them in this way.
Racial Items:
-------------
Some items have been crafted by members of a gifted race, and have special
properties. In addition, items made by a specific race work better in the
hands of people of that race.
Dwarven weapons and armours are very durable, and do not rust or corrode
easily.
Orcish bows/crossbows are particularly effective in combination with orcish
arrows/bolts.
Elven armour is unusually light, and does not affect the dodging or stealth
of its wearer to the extent that other armours do. Elven cloaks and boots
are particularly useful to those who wish to be stealthy, and elven bows are
particularly effective in conjunction with elven arrows.
Centaurs and Nagas have uniquely shaped bodies. With luck, however, a
character of these species might find a Centaur or Naga barding.
--------------------------------------------------------------------------------
H. SPELLCASTING
--------------------------------------------------------------------------------
Magical spells are a very important part of surviving in the dungeon. Every
character class can make use of magical spells, although those who enter the
dungeon without magical skills must practise by reading scrolls before they can
attempt spellcasting.
There are many skills related to magic, the principal one being Spellcasting.
This determines the number of Magic available and higher Spellcasting helps at
several places when spells are involved. Next there are several general areas
(Conjuration, Enchantments, Summonings, Necromancy, Translocations,
Transmigration, and Divination) as well as several elemental areas (Fire, Ice,
Air, and Earth). A particular spell can belong (and thus train) to up to three
areas. Being good in the areas of a spell will improve the casting chance and in
many cases the effect as well.
Spells are stored in books, which you will occasionally find in the dungeon.
You can read books with 'r' to look what spells they contain. In order to try to
memorise a certain spell, use the 'M' command. Memorising can take a while. Each
spell has a Level, which denotes the amount of skill required to use it as well
as indicating how powerful it may be. You can only memorise a certain number of
levels of spells; type 'M' to find out how many. When you gain experience
levels, you can memorise more, and you will need to save up for several levels
to memorise the more powerful spells. When you cast a spell, you temporarily
expend some of your magical energy as well as becoming hungrier (although more
powerful spellcasters hunger less quickly from using magic).
You activate a memorised spell by pressing 'Z' (for Zap). The spells available
are labelled with letters; you are free to change this labelling with the '='
command. You can assign both lowercase and uppercase letters to spells. Some
spells, for example most damage dealing ones, require a target. This is done in
the same way as throwing projectiles: chose a direction to fire straight, or
chose a monster with the '+' or '-' keys and press '.' (or Enter) to fire;
finally you can manually target by pressing '*'. See appendix X.4 for a list of
all commands while targeting.
High level spells are difficult to cast, and you may miscast them every once
in a while (resulting in a waste of magic and possibly dangerous side-effects).
Your chance of failing to cast a spell properly depends on your skills, your
intelligence, the level of the spell and whether you are wearing heavy armour.
Failing to cast a spell exercises your spell skills, but not by as much as
casting it successfully.
Many of the more powerful spells carry disadvantages or risks; you should read
the spell description (obtained by reading the spellbook in which you found
the spell) before casting anything.
There is a completely different way to the usage of spells: via rods. These
are magical staves holding a number of spells.
Be careful of magic-using enemies! Some of them can use magic just as well as
you, if not better, and often use it intelligently.
--------------------------------------------------------------------------------
I. RELIGION
--------------------------------------------------------------------------------
There are a number of Gods, Demons and other assorted Powers who will accept
your character's worship, and sometimes give out favours in exchange. You can
use the '^' command to check the requirements of whoever it is that you
worship, and if you find religion to be an inconvenience you can always
renounce your faith (use the 'a' command - but some Gods resent being
scorned!).
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.
To use any powers which your God deems you fit for, access the abilities menu
with the 'a' command; God-given abilities are listed as invocations.
Some classes start out religious; others have to pray at an altar to dedicate
themselves to a life of servitude. There are altars scattered all over the
dungeon, and your character has heard rumours of a special temple somewhere
near the surface. At an altar, you can read a description of that god's general
attitude by pressing 'p'. You will be asked afterwards if you really want to
attend this circle.
Crawl currently has the following gods:
Zin
The Shining One
Kikubaaqudgha
Yredelemnul
Xom
Vehumet
Okawaru
Makhleb
Sif Muna
Trog
Nemelex Xobeh
Elyvilon
The following gods can be worshipped from the very beginning by some classes:
Zin traditional priests
Yredelemnul priests of death, and death knights
The Shining One paladins
Trog berserker
Xom chaos knights
Makhleb chaos knights
Elyvilon healers
--------------------------------------------------------------------------------
J. MUTATIONS
--------------------------------------------------------------------------------
Although it would doubtless be a nice thing if you could remain genetically
pure, there are too many toxic wastes and mutagenic radiations in the Dungeon
for that to be possible. If your character is so affected by these that he or
she undergoes physiological change, you can use the 'A' command to see how
much of a freak they've become and the 'a' command to activate any mutations
which can be controlled. Many mutations are actually beneficial to the
characters, but there are plenty of nasty ones, as well. Many mutations have
three levels, each of which counts as a single mutation. All changes to the
primary attributes Strength, Intelligence, and Dexterity (apart from those by
levelling) are handled as mutations - in particular, these are not necessarily
permanent.
You can also become mutated by overusing certain powerful enchantments,
particularly Haste (not the kind you get from being berserk) and Invisibility,
as your system absorbs too much magical energy - but you would have to spend
almost all of your time hasted or invisible to be affected. However, some
powerful items radiate dangerous levels of magical energy. More often than
not, the mutations caused by magical radiations express harmfully.
Furthermore, certain corpses are mutagenic, and there are traps with mutation
effects. There are some spells invoking mutations.
It is much more difficult to get rid of bad mutations. Am lucky mutation
attempt can actually remove mutations. However, the only sure fire way is to
quaff a potion of cure mutation, which will remove three random mutations.
A special case are Demonspawns. Characters of this species get certain special
powers during their career; these are listed in red. They are permanent and
can never be removed. If one of your Demonspawn powers has been augmented by a
mutation, it is displayed in a lighter red colour.
--------------------------------------------------------------------------------
K. KEYMAPS, MACROS, AND OPTIONS
--------------------------------------------------------------------------------
Crawl supports redefining keys via key maps. This is useful when your keyboard
layout makes some key awkward to use. You can also define macros: these are
command sequences which can make playing a great deal more convenient. Note
that mapping 'a' to some other key will treat almost all pressings of 'a' in
that new way (including dropping and wielding etc.), so is not recommended.
Macroing 'a' to some other key will only change the command key 'a'.
You can set up key maps and macros in-game with the ` key, and save them with
the ~ key. Alternatively, you can directly edit the macros.txt file. For more
information on both and for examples, see the crawl_macros.txt.
Crawl supports over 100 options which allows for great flexibility in the
interface. The decisive account on these is in the file crawl_options.txt.
The options themselves are set in the file .crawlrc (for unix systems) or
init.txt (for Windows).
Several interface routines are outsourced to external Lua scripts. The standard
distribution has them in the Lua directory. Have a look at the single scripts
for short descriptions.
--------------------------------------------------------------------------------
L. LICENCE, CONTACT, HISTORY
--------------------------------------------------------------------------------
Licence: Read Licence.txt for information about the Crawl licence (which
is practically identical to the nethack GPL).
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 want to discuss Crawl, it's best to stick to the long-standing newsgroup
rec.games.roguelike.misc.
Flag queries with -crawl- as other games are discussed there, as well. All
topics related to this game usually meet a warm reponse there, 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').
The Stone Soup branch of Dungeon Crawl has its own homepage located 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 have a look if
you bug/feature isn't already in the list. For more complicated requests it
might be a good idea to discuss them at the newsgroup first.
The history of Crawl is somewhat twisted, as is the case with many open-source
projects of this size. It started in 1995, when Australian based Linley
Henzell decided to create a game that takes its cue from Angband and Nethack
but avoids several things annoying him in both these games. Progress was made
rapidly, and Linley produced Crawl versions up to 3.30 in March 1999. During
this time all of the basic design principles discussed in the next section were
already established. 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 4.0.0.beta26 in 2002. After a long period
of silent work, he went a great step by releasing 4.1.2alpha in August 2005.
This version is generally considered unplayable due to severe balancing issues.
It is likewise accepted, however, that 4.1.2 contained many valuable ideas for
future progress. In the meantime, several patches appeared, improving Crawl's
interface tremendously. Several of them formed a new devteam; after figuring
out that rebalancing 4.1.2 threatened to become an impossible task, they created
a new branch. This was coined Stone Soup for some reason, and is the game this
manual describes.
It should be mentioned that there have been other Crawl variants over the years,
among them Ax-Crawl by... and Tile Crawl by....
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
--------------------------------------------------------------------------------
You may ponder about the wisdom of certain design decisions of Crawl. This
section tries to explain some of them. It could also be of interest if you are
used to other roguelikes and want a bit of background on the differences.
One basic design principle is avoidance of grinding. This explains why shops
don't buy: otherwise players would hoover the dungeon for items to sell. Of
course, there are gods accepting all kinds of sacrifices (and thus altar
grinding) but there are generally better ways to increase piety there. Another
instance: there's no infinite commidity available: food, monster and item
generation is generally not enough to support infinite play. Not messing with
lighting also falls into this category.
Another key feature is clarity: things ought to work in an intuitive way. While
not true for everything, Crawl probably is winnable without access to spoilers.
At least that's the hope, and surely there are less hidden tricks than in
similar games.
The skills and aptitude system is one of the factors for strategic play. It also
serves to clearly differentiate the many species; thus providing replayability,
in particular since the class/race combinations are by no means homogeneous in
difficulty. Note that a rough idea about aptitudes is definitely enough to win,
yet players can optimise here, as well.
A weak spot of the current skill system is 'victory dancing', where characters
spend experience accumulated in a big battle with stupid actions (like casting
Magic Dart at the wall) in order to increase specific skills.
A very important point in Crawl is steering away from nobrainers. Examples for
this are the resistances: there are very few permanent sources, most involve a
choice (like rings or specific armour) or are only semi-permanent (like
mutations). Another example is the absence of guaranteed wishes (even scrolls of
acquirement produce random items in general) or sure-fire means of life saving
(the closest equivalent are controlled blinks).
The branch system of Crawl is devised with replayability in mind: even veteran
players will find the Hells exciting (which themselves are construed such that
life endangering situations can always pop up - this tries to avoid the walking
tank phenomon occurring in many games), and the Tomb is particularly easy only
for special playing styles.
The deep tactical gameplay Crawl aims for necessitates permanent dungeon levels.
Many a time characters have to choose between descending or battling. While
carefulness is a virtue in Crawl as it is in many other roguelikes, there are
strong forces driving characters deeper.
Finally, there are deliberate choices that allow different playing styles. For
example, Mummies do not need to eat and so are principally suited for a infinite
play. Draconians, on the other hand, develop their final form (including
aptitudes, and sometimes resistances) only at level 7. These are a deviation
from the usual rule that after choosing a race, the complete future of that
character lies in the hand of the player.
--------------------------------------------------------------------------------
X.1 LIST OF CHARACTER SPECIES
--------------------------------------------------------------------------------
Human:
------
Humans tend to be hardworking and industrious, and learn new things quickly.
The human race is the most versatile of all the species available to
players: humans can be of any class. Humans advance quickly in levels and
have equal abilities in all skills.
Elves:
------
There are a number of distinct races of elf in the world. Elves are all
physically slight but long-lived people, quicker-witted than humans but
sometimes slower to learn new things. Elves are especially good at using
those skills which require a degree of finesse, such as stealth, sword-
fighting and archery, but tend to be poor at using brute force and inelegant
forms of combat. They find heavy armour uncomfortable, and make the finest,
lightest armours to be found anywhere. Elves are particularly good at using
elven weapons.
Due to their fey natures, all elves are good at using enchantments and air
elemental magic and most are poor at invoking the powers of earth and death
(necromancy).
(Common) Elves:
---------------
Those of the most common strain are referred to simply as elves or, when
they're not listening, as common elves. Common elves have good intelligence
and dexterity, but suffer a bit in strength. They have slightly fewer HP and
slightly more magic than humans, and advance in experience a bit more
slowly.
High Elves:
-----------
High elves are a tall and powerful elven race who advance in levels very
slowly, requiring half again as much experience as do humans. They share the
same attributes as common elves in most respects, but their strengths and
weaknesses tend to be more pronounced.
Grey Elves:
-----------
Grey elves also advance slowly, but not as slowly as high elves. They excel
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 necromancy.
Deep Elves:
-----------
The deep elves are 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 fighting from a distance.
Sludge Elves:
-------------
Sludge elves are a somewhat degenerate race of elves. They are mirror images
of 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 advance in level slightly
faster than their common brethren.
Dwarves:
--------
Dwarves are short, hardy people. They love to fight, and often venture forth
from their subterranean cities to seek fame and fortune through battle.
Their armour and weapons are very well-crafted and much more durable than
the products of lesser artisans. Dwarves are particularly dangerous when
using dwarven weaponry.
Hill Dwarves:
-------------
Hill dwarves are extremely robust but are poor at using magic. They are
excellent at hand combat, especially favouring axes or bludgeoning weapons,
and are good at using armour and shields, but are poor at missile combat or
at using polearms (which are usually too big for them to wield comfortably).
The only forms of magic which they can use with even a minimal degree of
aptitude are earth, fire and conjurations. They advance in levels at a
similar rate to common elves.
Mountain Dwarves:
-----------------
Mountain dwarves come from the larger, more civilised communities of the
mountains. They advance slightly more quickly than hill dwarves and are
almost as robust while having similar aptitudes, but are slightly worse at
fighting while being slightly better at more civilised pursuits.
Halflings:
----------
Halflings, who are named for being about half the size of a human, live in
small villages. They live simple lives, and have simple interests. Some
times a particularly restless halfling will leave his or her village in
search of adventure.
Halflings are very small and are among the least robust of any character
species. Although only average at most fighting skills, they can use short
blades well and are good at all forms of missile combat. They are 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 weapons.
Gnomes:
-------
Gnomes are an underground-dwelling race of creatures, related to the
dwarves but even more closely in touch with the earth.
They are quite small, and share many of their characteristics with
halflings (except for the great agility), although they advance slightly
more slowly in experience levels. They are okay at most skills, but
excellent at earth elemental magic and very poor at air magic.
Occasionally they can use their empathy with the earth to sense their
surroundings; this ability increases in power as they gain experience
levels.
Hill Orcs:
----------
Hill orcs are orcs from the upper world who, jealous of the riches which
their cousins the cave orcs possess below the ground, descend in search of
plunder and adventure.
Hill orcs are as robust as the hill 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 earth and
fire elemental magic. They advance as quickly as humans.
Kobolds:
--------
Kobolds are small, ugly creatures with few redeeming features. They are not
the sort of people you would want to spend much time with, unless you happen
to be a kobold yourself.
They have poor abilities and have similar aptitudes to halflings, without
the excellent agility. However, they are better than halflings at using
some types of magic, particularly summonings and necromancy. They often
live as scavengers, surviving on carrion, but are carnivorous and can
only eat meat. They advance in levels as quickly as humans.
The Undead:
-----------
As creatures brought back from beyond the grave they are naturally immune to
poisons and negative energy, have little warmth left to be affected by cold,
and are not susceptible to reductions in their physical or mental abilities.
There are two type of undead available to players: Mummies and Ghouls.
Mummies:
--------
Mummies are undead creatures who travel into the depths in search of
revenge, redemption, or just because they want to.
Mummies progress very slowly in level, half again as slow as humans, and in
all skills except fighting, spellcasting and necromancy. As they increase in
level they become increasingly in touch with the powers of death, but cannot
use some types of necromancy which only affect living creatures. The side
effects of necromantic magic tend to be relatively harmless to mummies.
However, their dessicated bodies are highly flammable. They also do not need
to eat or drink, and in any case are incapable of doing so.
Ghouls:
-------
Ghouls are horrible undead creatures, slowly rotting away. Although ghouls
can sleep in their graves for years on end, when they rise to walk among the
living they must eat flesh to survive. Raw flesh is preferred, especially
rotting or tainted meat, and ghouls gain strength from consuming it.
They aren't very good at doing most things, although they make decent
fighters and, due to their contact with the grave, can use ice, earth and
death magic without too many difficulties.
Naga:
-----
The Naga are a race of hybrids: humanoid from the waist up, with a large
snake tail instead of legs.
They are reasonably good at most things and advance in experience levels at
a decent rate. They are naturally immune to poisons, can see invisible
creatures, and have tough skin, but their tails are relatively slow and
cannot move them around as quickly as can other creatures' legs (this only
affects their movement rate; all other actions are at normal speed). Their
body shape also prevents them from gaining full protection from most armour.
Their biggest forte is stealth: Nagas are very good at moving unnoticed.
Every now and then, a naga can spit poison; the range, accuracy and damage
of this poison increases with the naga's experience level.
Ogres and Ogre Mages:
---------------------
Ogres are huge, chunky creatures related to orcs. They are terrible monsters
who usually live to do nothing more than smash, smash, smash, and destroy.
They have great physical strength, but are bad at almost everything except
fighting and learn 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 means that they need to do so more frequently than
smaller folk.
Ogre-mages are a separate race of ogres who are unique among the beefier
species in their ability to use magic, especially enchantments. Although
slighter than their common ogre relatives they nevertheless have great
strength and can survive a lot of punishment. They advance in level as
slowly as high elves. In contrast to their common Ogre cousins, Ogre Mages
have lost the abilities to digest corpses when not hungry.
Trolls:
-------
Trolls are like ogres, but even nastier. They have thick, knobbly skins of
any colour from putrid green to mucky brown and their mouths are full of
ichor-dripping fangs.
They can rip creatures apart with their claws, and regenerate very quickly
from even the most terrible wounds. They learn very slowly indeed - even
more slowly than high elves - and need a great amount of food to survive.
Draconians:
-----------
Draconians are a race of human-dragon hybrids: humanoid in form and
approximately human-sized, with wings, tails and scaly skins. Draconians
start out in an immature form with brown scales, but as they grow in
power they take on a variety of colours. This happens at an early stage in
their career, and the colour is determined by chrosomes, not by behaviour.
Some types of draconians have breath weapons or special resistances.
Draconians advance very slowly in level, but are reasonably good at all
skills but armour (most types of which they cannot wear) and missile weapons.
Still, each colour has its own strengths and some have complementary
weaknesses, which sometimes requires a bit of flexibility.
Red Draconians feel at home in fiery surroundings. They're bad with ice magic.
White Draconians stem from frost-bitten lands, and are bad at fire magic.
Green Draconians are well-versed in the arts of poison.
Golden Draconians have sulphuritic odem.
Grey Draconians
Black Draconians command lightning and feel cumbersome with earth magic.
Mottled Draconians are somewhat in touch with fire, yet not weak at ice.
Purple Draconians are highly adapted to magics in general, with no specialty.
Pale Draconians are slightly biased towards fire magic and a religious life.
Centaurs:
---------
The Centaurs are another race of hybrid creatures: horses with a human
torso. They usually live in forests, surviving by hunting.
Centaurs can move very quickly on their four legs, and are excellent
with bows and other missile weapons; they are also reasonable at the
Fighting skill while being slow learners at specific weapon skills. They
advance quite slowly in experience level and are rather sub-average at
using magic. Due to their large bulk, they need a little extra food to
survive.
Demigods:
---------
Demigods are mortals (humans, orcs or elves, for example) with some divine
or angelic ancestry, however distant; they can be created by a number of
processes including magical experiments and the time-honoured practice of
interplanar miscegenation.
Demigods look more or less like members of their mortal part's race, but
have excellent attributes (strength, 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.
Spriggans:
----------
Spriggans are small magical creatures distantly related to elves. They
love to frolic and cast mischevious spells.
They are poor fighters, have little physical resilience, and are terrible at
destructive magic - conjurations, summonings, necromancy and elemental
spells. On the other hand, they are excellent at other forms of magic and
are very good at moving silently and quickly. So great is their speed that a
spriggan can keep pace with a centaur.
Minotaurs:
----------
The minotaur is yet another hybrid - a human body with a bovine head. It
delves into the Dungeon because of its instinctive love of twisting
passageways.
Minotaurs are extremely good at all forms of physical combat, but are
awful at using any type of magic. They can wear all armour except for
some headgear.
Demonspawn:
-----------
Demonspawn are horrible half-mortal, half-infernal creatures - the flip side
of the Demigods. Demonspawn can be created in any number of ways: magical
experiments, breeding, unholy pacts, etc. Although many demonspawn may 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 activated with the 'a' command).
Demonspawn advance quite slowly in experience and learn most skills at about
the same rate as do Demigods. However, they are a little better at fighting
and much better at conjurations, summonings, necromancy and invocations.
Kenku:
------
The Kenku are an ancient and feared race of bird-people with a legendary
propensity for violence. Basically humanoid with bird-like heads and clawed
feet, the kenku can wear all types of armour except helmets and boots.
Despite their lack of wings, powerful kenku can fly and very powerful
members of this race can stay in the air for as long as they wish to do so.
They are experts at all forms of fighting, including the magical arts of
combat (conjurations, summonings and, to a lesser extent, necromancy). They
are good at air and fire elemental magic, but poor at ice and earth magic.
Kenku do not appreciate any form of servitude, and so are poor at using
invocations. Their light avian bodies cannot sustain a great deal of injury.
Merfolk:
--------
The Merfolk are a hybrid race of half-human, half-fish that typically
live in the oceans and rivers and seldom come onto the land. The merfolk
aren't as limited on land as some myths suggest, their tails will quickly
reform into legs once they leave the water (and, likewise, their legs
will quickly reform into a tail should they ever enter water). Their
agility is often misjudged, and they tend to be surprising 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 form.
The Merfolk have developed their martial arts strongly on thrusting
and grappling, since those are the most efficient ways to fight
underwater. They, therefore, prefer polearms and short swords above
all other weapons, although they can also use longer swords quite well.
As spellcasters, they tend to be quite good in specific areas. Their
mystical relationship with water makes it easier for them to use
divination, poison, and ice magics... which use water occasionally
as a material component. The legendary water magic of the merfolk
was lost in ancient times, but some of that affinity still remains.
The instability of their own morphogenic matrix has made them very
accomplished transmuters, but most other magics seem foreign to them.
Note:
Some species have special abilities which can be accessed by the 'a'
abilities menu. Some also have physical characteristics which allow them
to make extra attacks using the Unarmed Combat skill.
--------------------------------------------------------------------------------
X.2 LIST OF CHARACTER CLASSES
--------------------------------------------------------------------------------
In your quest, you play as one of a number of different types of characters.
Although each has its own strengths and weaknesses, some are definitely easier
than others, at least to begin with. The best 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.
Fighters:
---------
Fighters start with a decent weapon, a suit of armour and a shield. They
have a good general grounding in the arts of fighting.
Gladiators:
-----------
The Gladiator is trained to fight in the ring, and so is an expert in the
art of fighting but is not so good at anything else. In fact, Gladiators are
pretty terrible at anything except bashing monsters with heavy things. They
start with a nasty weapon, a small shield, and armour.
Berserkers:
-----------
Berserkers are hardy warriors who worship Trog the Wrathful, from whom they
get the power to go berserk (as well as a number of other powers should they
prove worthy) but who forbids the use of spell magic. They enter the dungeon
with an axe and a set of leather armour.
Hunters:
--------
The Hunter is a type of fighter who specialises in missile weapons. A Hunter
starts with a bow and some arrows, as well as a hunting knife and a set of
leathers.
Monks:
------
The Monk is a member of an ascetic order dedicated to the perfection of
one's body and soul through the discipline of the martial arts. Monks start
with very little equipment, but can survive without the weighty weapons and
spellbooks needed by other classes.
Thieves:
--------
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, some throwing darts, and light armour.
Assassin:
---------
An Assassin is a thief who is especially good at killing. Assassins are like
thieves in most respects, but are more dangerous in combat.
Stalkers:
---------
The stalker is an assassin who has trained in the use of poison magic.
Crusaders:
----------
The Crusader is a decent fighter who can use the magical art of enchantment
to become more dangerous in battle. Crusaders start out lightly armed and
armoured, but equipped with a book of martial spells.
Reavers:
--------
Reavers are warriors who learn the magics of destruction in order to
complement their deadliness in hand combat.
Death Knights:
--------------
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 Demon-God Yredelemnul, and those who study the
fearsome arts of necromancy.
Chaos Knights:
--------------
The Chaos Knight is a fighter who chooses to serve one of the fearsome and
unpredictable Gods of Chaos. He or she has two choices: Xom or Makhleb.
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.
Paladins:
---------
The Paladin is a servant of the Shining One, and has many of the abilities
of the Fighter and the Priest. He or she enters the dungeon with a sword,
a shield, a robe, and a healing potion.
Priests:
--------
Priests serve either Zin, the ancient and revered God of Law, or the
rather less pleasant Death-God Yredelemnul. Although priests enter the
dungeon with a mace (as well as a priestly robe and a few healing
potions), this is purely the result of an archaic tradition the reason
for which has been lost in the mists of time; Priests are not in any way
restricted in their choice of weapon skills.
Healers:
--------
The Healer is a priest of Elyvilon. Healers begin with minor healing
powers, but can gain far greater abilities in the long run.
Magicians: These are not a class, but a type of class. A magician is the best
at using magic. Magicians start with a dagger, a robe, and a book of spells
which should see them through the first several levels. There are various kinds
of magicians.
Wizard:
-------
A Wizard is a magician who does not specialise in any area of magic.
Wizards start with a variety of magical skills and the magic dart spell in
memory.
Conjurer:
---------
The Conjurer specialises in the violent and destructive magic of
conjuration spells. Like the Wizard, the Conjurer starts with the magic
dart spell.
Enchanter:
----------
The Enchanter specialises in the more subtle area of enchantment magic.
Although not as directly powerful as conjurations, high-level enchantments
offer a wide range of very handy effects. The Enchanter begins with
lightly enchanted weapons and armour, but no direct damage spell (since
enchantments does not deal with direct attacks). Instead they begin
with the "confusing touch" spell and some enchanted darts, which should
help them out until they can use the higher level enchantment spells.
Summoner:
---------
The Summoner specialises in calling creatures from this and other worlds
to give assistance. Although they can at first summon only very wimpy
creatures, the more advanced summoning spells allow summoners to call on
such powers as elementals and demons.
Necromancer:
------------
The Necromancer is a magician who specialises in the less pleasant side of
magic. Necromantic spells are a varied bunch, but many involve some degree
of risk or harm to the caster.
Elementalists:
--------------
Elementalists are magicians who specialise in one of the four types of
elemental magic: air, fire, earth, or ice.
Fire Magic tends towards destructive conjurations.
Ice Magic offers a balance between destructive conjurations and
protective enchantments.
Air Magic provides many useful enchantments in addition to some
unique destructive capabilities.
Earth Magic is a mixed bag, with destructive, defensive and utility
spells available.
Venom Mages:
------------
Venom mages specialise in poison magic, which is extremely useful in the
shallower levels of the dungeon where few creatures are immune to it. Poison
is especially effective when used against insects.
Transmuters:
------------
Transmuters specialise in transmigrations, and can cause strange changes
in themselves and others.
Warpers:
--------
Warpers specialise in translocations, and are experts in travelling long
distances and positioning themselves precisely.
Wanderers:
----------
Wanderers are people who have not learned a specific trade. Instead,
they've travelled around becoming "Jacks-of-all-trades, master 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 is typically
harder to play than the other classes.
--------------------------------------------------------------------------------
X.3 LIST OF SKILLS
--------------------------------------------------------------------------------
Here is a description of the skills you may have:
Fighting skills:
----------------
Fighting is the basic skill used in hand-to-hand combat, and applies no
matter which weapon your character is wielding (if any). It is also the
skill which determines the number of hit points your character gets as
they increase in level (note that this is calculated so that you don't get
a long run advantage by starting out with a high fighting skill).
Weapon skills affect your ability to fight with specific melee weapons.
Weapon skills include:
o Short Blades
o Long Blades
o Maces & Flails
o Axes
o Staves
o Polearms
If you are already good at a weapon, say a long sword, and you practise
for a while with similar weapon such as a short sword, your practise will
be speeded up (and will require less experience) until both skills are
equal. Similar types of weapons include:
o Short Blades and Long Blades
o Maces & Flails and Axes
o Polearms and Axes
o Staves and Polearms
Being good at a specific weapon improves the speed with which you can use
it by about 10% every two skill levels. Although lighter weapons are
easier to use initially, as they strike quickly and accurately, heavier
weapons increase in damage potential very quickly as you improve your
skill with them.
Unarmed Combat is a special fighting skill. It allows your character to
make a powerful attack when unarmed and also to make special secondary
attacks (and increases the power of those attacks for characters who get
them anyway). You can practise Unarmed Combat by attacking empty-handed,
and it is also exercised when you make a secondary attack (a kick, punch
etc). Unarmed combat is particularly difficult to use in combination with
heavy armour, and characters wearing a shield or wielding a two-handed
weapon other than a staff lose the powerful punch attack.
Ranged combat skills:
---------------------
Ranged Combat is the basic skill used when throwing things, and there are a
number of individual weapon skills for missile weapons as well:
o Darts
o Bows
o Crossbows
o Slings
Magic skills:
-------------
Spellcasting is the basic skill for magic use, and affects your reserves of
magical energy in the same way that Fighting affects your hit points. Every
time you increase your spellcasting skill you gain some magic points and
spell levels. Spellcasting is a very difficult skill to learn, and requires
a large amount of practice and experience.
Only those characters with at least one magic skill at level one or above
can learn magical spells. If your character has no magic skills, he or she
can learn the basic principles of the hermetic arts by reading and reciting
the spells inscribed on magical scrolls (this stops being useful once you
reach level one in Spellcasting).
There are also individual skills for each different type of magic; the
higher the skill, the more powerful the spell. Multidisciplinary spells use
an average of the two or three skills.
Elemental magic is a special case. When you practise an elemental magic
skill (fire, ice, air or earth magic) you will improve much less quickly
than normal if you already have one or more elemental magic skills higher
than the one you are practising. This is especially true if those skills are
'opposed' to the one you're practising: fire and ice are mutually opposed,
as are earth and air.
Say you have level 2 fire magic, level 4 ice magic, and level 1 air magic.
Practising ice magic won't be a problem. Practising air magic will be a bit
slow, as you have other elemental skills at higher levels. Practising fire
magic will be very slow, as you have a higher level in ice magic. Right?
Miscellaneous skills:
Armour:
-------
Having a high Armour skill means that you are used to wearing heavy armour,
allowing you to move more freely and gain more protection.
Dodging:
--------
When you are wearing light armour, a high dodging skill helps you evade
attacks.
Stealth:
--------
Helps you avoid being noticed. Try not to wear heavy armour or be encumbered
if you want to be stealthy. Big creatures (like trolls and ogres) are bad at
stealth.
Stabbing:
---------
Lets you make a very powerful first strike against a sleeping/resting
monster who hasn't noticed you yet. This is most effective with a dagger,
slightly less effective with a short sword, and less useful (although by
no means of negligible effect) with any other weapon.
Shields:
--------
Affects the amount of protection you gain by using a shield, and the degree
to which it hinders you.
Traps & Doors:
--------------
Affects your ability to notice hidden traps and doors and to disarm traps
when you find them. With this skill at a high level you will often find
hidden things without actively looking for them.
Invocations:
------------
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. The Invocations skill affects your supply of magic in a
similar way to the Spellcasting skill and to a greater extent, but the two
are not cumulative - whichever gives the greater increase is used. Some
Gods (such as Trog) do not require followers to learn this skill.
If your character does not have a particular skill, s/he can gain it by
practising as above.
--------------------------------------------------------------------------------
X.4 LIST OF KEYS AND COMMANDS
--------------------------------------------------------------------------------
Main screen
-----------
Crawl has many commands to be issued by single key strokes. This can become
confusing, since there are also several modes; here is the full list. Some
commands are particularly useful in combination with certain interface options;
such options are mentioned in the list. For a description of them, please look
into crawl_options.txt.
Saving games:
S Save game with query and exit.
Ctrl-X Save game without query and exit.
Q Quit without saving.
Movement:
direction Moves one square, direction is either one of the
numpad cursor keys (try both Numlock on and off) or
one of the Rogue vi keys (hjklyubn).
Shift-direction This moves straight until something interesting is
or / direction found (like a monster).
Ctrl-G Interlevel travel (to arbitrary dungeon levels or
waypoints). Remembers old destinations if interrupted.
Ctrl-O Auto-explore.
Ctrl-W Det waypoint (check the option show_waypoints).
Resting and Searching:
s, Del Rests and searches (these are the same) for one turn,
this is also done with '.' or Numpad-5.
5 or Long resting/searching (until both health and magic
Shift-Numpad 5 points are full or something is found or 100 turns are
over).
Dungeon interaction:
o Open door.
c Close door.
Ctrl-direction Tries untrapping a known trap on the specified square,
or * direction else opens door if there is one,
else attacks without move (even if no monster is seen).
< Use staircase to go higher.
> Use staircase to go deeper, or enters shop/branch.
; Examine occupied tile, also causes auto-pickup.
x Examine surroundings mode (see below for its commands).
X Examine level map (see below for level map commands).
O Show dungeon overview (branches, shops, and labyrinths).
Character information:
'display' below means usage of the message area,
'show' means usage of the whole screen.
@ Display character status.
[ Display worn armour.
" Display worn jewellery.
C Display experience info.
^ Show religion screen.
A Show abilities/mutations.
\ Show item knowledge.
m Show skill screen.
i Show inventory list.
% Show resistances.
Item interaction (inventory):
v View item description.
{ Inscribe item (check the autoinscribe option).
t Throw/shoot an item.
f Fire first available missile.
q Quaff a potion.
e Eat food (tries floor first, invorenty next).
z Zap a wand.
r Read a scroll or book.
M Memorise a spell from a book.
w Wield an item ( - for none).
' Wield item a, or switch to b.
E E voke power of wielded item.
W Wear armour.
T Take off armour.
P Put on jewellery.
R Remove jewellery.
Item interaction (floor):
d Drop an item.
d# Drop exact number of items.
g or , Pick up items; press twice for pick up menu.
You can use a prefix to pick up smaller quantities.
D Dissect a corpse.
Other game-playing commands:
a Use special ability.
p Pray.
Z Cast a spell.
! Shout or command allies.
Non-game playing commands:
V Display version information.
Ctrl-P Show previous messages.
Ctrl-R Redraw screen.
Ctrl-C Clear main and level maps.
# Dump character to file (name.txt).
: Add note to dump file (see option take_notes).
` Add macro.
~ Save macros.
= Reassign inventory/spell letters.
In-game toggles:
Ctrl-A Toggle autopickup.
Ctrl-V Toggle auto-prayer.
Ctrl-T Toggle spell fizzle check.
Stashes:
Ctrl-S Mark stash (only sensible with stash_tracking=explicit,
else this is automatically tracked).
Ctrl-E Erase stash (ignores the square from stash tracking).
Ctrl-F Find (this searches in stashes and shops, you can use
regular expressions and also terms like 'long blades'
or 'artifacts').
Level map ('X')
---------------
The level map (brought up by 'X' in the main screen) uses the whole screen to
show the dungeon.
Esc, Space Leave level map.
- Scroll level map up
+ Scroll level map down
Direction Moves cursor.
Shift-Direction Moves cursor in bigger steps (check the option
level_map_cursor_step).
. Travels to cursor (also Enter and , and ;)
(if the cursor is on the character, moves cursor to last
travel destination instead).
< Cycle through up stairs.
> Cycle through down stairs.
^ Cycle through traps.
Tab Cycle through shops and portals.
I Cycle through stashes (if the option stash_tracking is
set to all, this cycles through all items and piles).
Ctrl-C Clear level and main maps (from temporarily seen
monsters, clouds etc.).
Waypoints can be set on the level map. You can travel to waypoints using
Ctrl-G. Check the option show_waypoints. The commands are
Ctrl-W Set waypoint.
W Cycle through waypoints.
Travel exclusions mark certain spots of the map as no-go areas for autotravel
and explore (the radius is set by the option travel_exclude_radius2).
Ctrl-X Set travel exclusion.
Cltr-E Erase all travel exclusions at once.
X Cycle through travel exclusions.
Examining surroundings ('x')
----------------------------
When roaming the dungeon, the surroundings mode is activated by 'x'. It lets you
have a look at items or monsters in line of sight. You may also examine stashed
items outside current view using the options target_oos=true (if using this,
check target_los_first).
x, Esc, Space Return to playing mode.
' or * Cycle objects forward.
; or / Cycle objects backward.
+ Cycle monsters forward.
- Cycle monsters backward.
direction Move cursor.
. or Enter Travel to cursor.
? Describe monster under cursor (also shows weapons,
wounding and enchantments).
> Cycle downstairs.
< Cycle upstairs.
Tab Cycle shops and portals.
Targeting
---------
Targeting mode is similar to examining surroundings. It is activated whenever
you fire projectiles, zap a wand or cast spells which uses targets.
x, Esc, Space Stop targeting.
direction Fire straight in this direction.
+ or = Cycle monsters forward (see option target_wrap).
- Cycle monsters backward.
. or Enter Fire in cursor direction.
p or t Fire at previous target (if still in sight).
> Fire in cursor direction, but stop at cursor. This can
be useful to avoid damaging pets, or to attack
submerged water creatures.
Ctrl-F Toggle target modes (between enemies, all, friends; see
also option target_zero_exp).
* Manually targeting: the direction keys will now move
the cursor, the keys '+' and '-' work as above, and '.'
and Enter fire.
Shortcuts in lists (like multidrop):
------------------------------------
When dropping (with the drop_mode=multi option), the drop menu accepts several
shortcuts.
( Selects all missiles.
) Selects all hand weapons.
[ Selects all armour.
? Selects all scrolls.
% Selects all food.
& Selects all carrion.
+ Selects all books.
/ Selects all wands.
\ Selects all staves.
! Selects all potions.
" Selects all jewellery.
} Selects all miscellaneous items.
, Global select (subject to the drop_filter option).
- Global deselect (subject to the drop_filter option).
* Invert selection.
--------------------------------------------------------------------------------
X.5 LIST OF ENCHANTMENTS
--------------------------------------------------------------------------------
Below the amount of carried gold, 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 that Kenku can fly is not noted,
neither is the wearing of a ring of regeneration. Here is a list of these, as
some are abbrevations or may be not obvious:
General enchantments: satiation, velocity, encumbrance, poison
---------------------
Hungry Most races can eat chunks of corpses only if hungry.
Starving You should really eat something: death is not far away.
Full You have eaten a lot.
Engorged You couldn't eat anymore.
Sick You are sick (usually from bad food). Hit points don't
regenerate until cured (wait it out or potion of healing).
Poison You are poisoned and continually lose hit points. There are
several levels of poisoning. Cure with potions of healing or
by waiting it out.
Pray You are praying. Any action taken under prayer is done in the
name of your god. For example, Dissecting a corpse offers it.
Depending on the scope of your religion, this may or may not
be a good idea.
Encumbered You load it heavy enough to slow you down. You also need more
food then walking around encumbered. Try to avoid this!
Overloaded You carry way too much to do anything sensible. Drop stuff!
Conf You are confused. Actions may not properly work.
Fast All actions have greatly increased speed (this can cause
magic contamination).
Swift You move at a somewhat higher speed.
Slow All actions are slowed. Note that ending berserking will slow.
Paralyze You are unable to move. Beware of the wasps!
Special enchantments:
---------------------
BWpn Some characters have a breath weapon (like Nagas or experienced
Draconians), which will show "BWpn". Further breathings have to
wait until this disappears.
Invis You are invisible (this can cause glowing, if used too much).
Holy You repel undead.
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 time out. Levitation provides a speed bonus
to swiftness.
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 levitating with an
amulet of controlled flight.
Fire You are plagued with sticky fire. It will time out.
Regen You regenerate: health points will increase at an unnaturally
fast rate. This is only shown for temporary
Glow You glow from mutagenic radiations: you'll mutate anytime soon.
RMsl You repel missiles, i.e. there's a good chance to evade them.
DMsl You deflect missiles, i.e. there's a great chance to evade them.
Rot This is a very harmful, necromantic ailment. You will lose
maximal 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 value, and it also expires after a while.
Ins You are insulated, i.e. immune to electric shocks.
There are several more enchantment messages for various spells. The description
of the spell will explain these.
This document aims at easier Crawling (in Stone Soup) by explaining:
- macros and keybindings
- lua snippets in init.txt
-----------------------------------------------------------------------
Macros and Keymaps.
===================
Following Brent Ross's phrasing, the simple explanation is:
Command macros make keys into commands.
Keymaps make keys into other keys.
And him a bit more verbose:
For the most part, people will probably want command macros. They allow
for things like making a key run a sequence of commands (e.g. associating
a key stroke to the casting of a certain spell) without having to worry
about messing up what that key does at prompts (e.g. you can macro a
number or letter without worrying about it making the substitution when
you're trying to drop an item).
Keymaps are for when you want to fix layout and behavioural problems on
your keyboard (i.e. unrecognised numpad sequences can by mapped into
their numbers, foreign keyboard layouts can be modified to be more
comfortable). There are also special sets of keymaps for the level-map
and targeting modes, which allow for keymaps that are restricted to just
those situations.
[The keymap system is currently being overhauled. I hope that the
examples below will also work in the new version.
From what I gather, the keybindings will be moved to a file (which is
good). I hope that it will still be possible to define macros in-game:
this makes testing so convenient. And it should be possible to have
macros at all three levels (main, level map, targeting).]
How to create macros?
---------------------
The simplest way is in-game: press the '`' key (this may be a bit awkward
on certain keyboard layouts). Then choose a key to assign for your macro,
and enter the command sequence. Observe how Crawl spits out a funny number
in some cases. These are the key codes for certain (non-alpanumeric) keys,
and these can vary between different systems.
The following keys and combinations are sensible to use:
- The function keys are good choices, possibly modified by Shift, Ctrl,
or Shift-Ctrl.
- On some systems, it is possible to also incorporate the Alt (meta) key.
- All alphanumerical keys, these also in combination with Shift or Ctrl
keys (note that usually Ctrl-Shift-A is the same thing as Ctrl-A).
Be careful that you do not redefine important game keys.
- All special keys: digits, punctation, etc. These also in combination
with Ctrl. Try if Alt works. Again check for vital game commands.
For example, on my home system (Windows), I get key codes
F1 \{368} A A
Shift-F1 \{1392} Ctrl-A \{1}
Ctrl-F1 \{880} Alt-A a
Alt-F1 \{2416} Ctrl-Shift-A \{1}
Ctrl-Shift-F1 \{1904} Ctrl-Shift-Alt-A \{3905}
Ctrl-Alt-F1 \{2928}
Shift-Alt-F1 \{3440}
Ctrl-Shift-Alt-F1 \{3952}
After defining such a macro, you should test it. Saving of all macros is
done with the '~' command.
The macros are stored in the file macro.txt in your main Crawl directory.
This file is human readable and editable, you just have to figure out the
magic numbers, as shown above for F1 and Ctrl-A etc. When using strange
keys as triggers for a macro, it might actually be necessary to edit this
manually in macro.txt.
Note that you can make comments in macro.txt using lines with a leading
'#'. In this manner, you can recall which keys the numbers belong to (on
your system).
See below for examples for macro definitions.
Keymaps work in exactly the same way. There are three different keymaps
actually, one for the main view, one for the level map, and another one
for the targeting map. In macro.txt, these are differentiated by
K - main screen
K1 - level map
K2 - targeting
However, you should not map alphabet letters to something; otherwise you
will meet difficulties accessing your inventory!
Next follow some macros and keymaps that have been considered useful by
at least a few players. For the sake of completeness, both key line and
command line are given, but you should really substitute your own keys
here :)
Spellcasting.
-------------
# F1: cast spell a at previous target
M:\{368}
A:Zap
#: Shift-F1: cast spell a at nearest target
M:\{1392}
A:Za+.
Note that you can assign new letters to your spells with '='. So you can
always have you primary attack spell on a. You may want to set the option
target_zero_exp = false
when using macros like this.
Easier Nemelex hoovering.
-------------------------
# F12: Nemelex hoover
K:\{379}
A:w0Iyp,y
This sets up your portable altar, prays there, confirms, and picks it up
again. The sequence assumes that the altar carries the inscription {w0}.
Actually, this can be achieved automatically with the init.txt line
autoinscribe = portable altar:w0
If you have your weapon on slot a, feel free to add 'wa' to the sequence.
Easy surroundings mode.
-----------------------
K:0
A:x*
K2:0
A:*
Here I use '0' for the numpad, but 'x' would also be a good choice (then
you should set K2:x A:* only).
This makes going through items in the surroundings very easy. You can use
Enter to go directly to item under the cursor.
Options you may want to check here are
target_wrap, target_oos, target_los_first.
If you want to cycle through items out of sight, set
stash_tracking = all
target_oos = true
(as only out-of-sight _stashes_ will be checked).
# F5: explore (both in main and target screens)
K:\{372}
A:\{15}
K2:\{372}
A:\{32}\{15}
I find the Ctrl-O key awkward to type, so I have mapped it to F5. The
second keymap makes F5 in target mode do two things: leave target mode
(\{32} is the Escape key) and then starts exploring.
General Keybindings.
--------------------
With my German keyboard layout, the keys '^' and '@' do not work
properly. The first problem is dealt with the map
K:\{17}
A:@
which maps @ to @ in the main mode :)
Other keymaps I found useful:
- Tab for ' (switching weapons in slots a and b)
- Backspace for p (both Praying in main and Previous in target mode)
(Unfortunately, Backspace is the same thing as Ctrl-Left. Perhaps
something can be done about this.)
Lua snippets.
=============
You can copy the following lua code verbatim in your init.txt; it is up
to you to apply appropriate modifications. It would be nice of course,
if someday these snippets turn into full-grown lua files with their own
options.
For a tutorial of the language Lua, refer to the following link:
http://lua-users.org/wiki/TutorialDirectory
Advanced autopick: ch_autopickup.
---------------------------------
Using a Lua script, you can define a function "ch_autopickup" to select
additional items for autopickup. Let's say you want autopickup to only
grab food if your character can eat it. You could use the following
(if '%' is not in the autopickup option):
{
function ch_autopickup(it)
-- The "false" suppresses hunger checks to see if your character is
-- hungry enough to eat food/chunks.
return food.can_eat(it, false)
end
}
Here's a ch_autopickup that a mummy might find useful:
{
-- The mummy special. Remove % and ! from your autopickup option if you
-- use this.
function ch_autopickup(it)
return food.can_eat(it, false)
or ( item.class(it) == "Potions" and you.race() ~= "Mummy" )
end
}
Advanced autopick: conditional ban_pickup.
------------------------------------------
There is an overlap in functionality with the above mummy function.
# mummies can't quaff or hunger
<if you.race() == "Mummy" then>
ban_pickup = potion
ban_pickup = sustenance
<end>
# ban harmful potions for non-Transmuters
<if you.class() ~= "Transmuter" then>
ban_pickup = degeneration, decay, potions? of poison
ban_pickup = potions? of confusion, potions? of slowing,
ban_pickup = potions? of paralysis, strong poison
<end>
# Trog doesn't like Spellcasting
#<if you.religion() == "Trog" then> # (doesn't work), so
<if you.class() == "Berserker" then>
ban_pickup = book
<end>
Ignoring certain monsters when running.
---------------------------------------
Defining a "ch_stop_run" function affects the monster stop condition for *all*
run modes: shift-running, travel, explore and interlevel travel.
{
function ch_stop_run(mons)
local name = mons.name
-- Stop running only if these monsters get closer than 3 squares
if name == "swamp worm" or name == "big fish"
or name == "giant goldfish" or name == "lava worm"
or name == "butterfly" then
-- mons.x and y coords are relative to the player.
local dist = mons.x * mons.x + mons.y * mons.y
if dist >= 9 then return false end
end
return true
end
}
Stone Soup 0.1.3 (20061116)
---------------------------
* Updated documentation and reorganised the manual.
* Jewellery puton/remove interface can now automatically remove amulets and
rings before wearing new jewellery.
* Rings/staves of wizardry give a bigger boost to spell success rates.
* [1594109] Fixed bad messages when trying to animate a weapon if no weapon is
wielded.
* [1589854] Orange and silver statues are now monsters.
* [1593356] Fixed ghouls being able to mutate.
* Fixed undead decomposing from mutation only if wearing an amulet of resist
mutation.
* [1593318] Rearranged skills display for ranged combat and unarmed combat.
* [1593089] Escape can be used to break out of sequential pickup prompt in
addition to 'q'.
* Curare-tipped needles are more fragile than ordinary needles.
* [1592629] \ now shows item identification knowledge in shops.
* [1592521] Fixed the invisibility check for tracer beams to produce nicer
results.
* Fixed beta 26 bug: Glow contamination has an extremely severe mutation rate.
* [1591152] Fixed macros being able to infinite loop.
* makefile.lnx renamed to makefile.unix.
* [1578169] More intelligent messages when monsters hit themselves.
* [1591105] Invisible monsters can no longer 'gesture wildly.'
* Added an option, increasing_skill_progress (default false), which if true
makes skills display in increasing percentiles.
* [1591103] Fixed incorrect no-damage messages with vorpal brands.
* [1590656] Fixed bad claw message.
* [1591269] Dissection failure hints why without easy_butcher.
* [1585863] Added a level compiler.
* [1589868] Lightning grounds on metal walls; fire/cold reflect off green
crystal.
* [1588662] Let the player know why they didn't pass out after berserking.
* [1589824] Long messages were being truncated.
* [1587182] Eliminated possibility of murky clear potions.
* [1588587] Amulets of resist corrosion also reduce acid damage.
* [1585820] Lowered skill penalties for player draconian colours.
* [1589141] Mimics can no longer push player off stairs.
* [1588831] Fixed poison frost/flame beams from blowguns being useless.
* [1581270] Amulet of the gourmand refactoring:
- When hungry, only converts contaminated chunks to clean.
- When not hungry, converts contaminated to clean, and provides nutrition
based on how long it's been worn, the effects maxing at 200 turns with
AotG. Maybe we should increase this further.
- Rotten chunks will sicken susceptible races even with AotG.
- Appropriate flavour messages for chunk taste.
- Changed description of AotG.
* Beam code rewritten.
* Line-of-sight code rewritten.
* [1584969] Allow the user to cancel out of a spell at targeting prompt without
losing the turn.
* [1581221] When taking a low-hp note, also mention what caused the hp loss.
* Chain lightning is a little more powerful.
* Shields can be worn/taken-off faster.
* Nemelex has a small chance of giving piety even for junk.
* [1586069] Fixed player yellow draconians not having a BWpn delay.
* [1585811] Fixed inability to generate fixedarts.
* [1585793] Increased frequency of altars and mini-temples.
* Fixed multidrop not remembering previously selected items that were
not dropped.
* Okawaru is less eager to shower missiles on the player.
* Slightly upped MR for draconians and death drakes.
* [1571251] Added a character picker to select existing savefiles.
* [1580955] Fixed mesclr() not happening for keypad action in DOS.
* [1581536] Monsters won't break fleeing if hit by missiles.
* [1578124] Additional help for level-map.
* [1581418] Curse toes are now visibly different from curse skulls.
* [1581730] Monster draconians can now have a base colour + skill title.
* [1578847] Summoned unholies are hostile to worshippers of good.
* [1567659] Ammo can ID through use.
* [1574591] Wait for one second after hinting "a fine choice".
* [1576514] Bees could cause bad fight messages.
* [1578752] Better handling of init.txt locations.
* [1581210] Draconians go to Zot, deep elves leave.
* [1571320] Ghost names were being truncated badly.
* [1571272] Ignore rod-recharge MP fluctuation while resting.
* [1578875] Added JPEG's trapwalk.lua to the list of official Lua scripts.
* Changed autopickup default to be the same as in the standard init.txt.
* [1579636] Fixed notes being generated after death.
* [1565579] [1565575] Rods and missile launchers work with shields.
* [1574462] Fixed labyrinth files not being deleted correctly.
* [1577066] If all items on a square are squelched, the squelch is ignored.
* [1563661] Character dump section order is now configurable with dump_order.
* Updated keyboard help screen.
* [1575175] Fixed orcs getting elven and dwarvish equipment.
* [1575517] Fixed broken colouring on rod spell screen.
* Piety gain works normally in the temple again.
* [1571342] Fixed bad grammar for rotting meat.
* Stash-tracking defaults to "explicit", rather than "none".
* Accept g as an alternative key to go into the pickup menu.
* Superior submerge behaviour for monsters in fountains.
* Fixed acquirement giving bad items (specifically with barding.)
* [1571334] Fixed clumsy titles: "Master of Thousand Battles",
"Master of Arcane".
* Lochaber axes now get correct combat messages.
* [1563548] Escape dumps you out of both menu and prompt.
* [1571278] Horn of Geryon monsters are defined as MF_CREATED_FRIENDLY and thus
give no benefits when dying.
* [1571276] Altar cards don't look for a better spot.
* Import of (most of) 4.1's view code.
* Spriggans are told that they are fast.
* [1567636] Made the Orcish Mines entrance message more informative.
* [1568413] Conjurers and wizards get to choose their starting spellbook.
* [1567640] Uniques with less than 5 hit dice can't get top-tier wands in their
starting inventory.
* [1563668] Travel respects easy_open.
* Added a better go-to-hell message when attempting to cast Swiftness in water.
* Berserkers now have stealth 0.
* 4.1 import: better messages when gaining skills, better '@' report.
* [1567625] Moths++.
* Ctrl-C is handled better on DOS and Windows.
* [1567688] Change Ogre starting weapon from club to ancus.
* [1567482] Capped wands of hasting at 9 charges.
* [1567674] Description change for wands of disintegration.
* [1567652] Empty wands are marked [empty].
* [1567641] Butchery asks you to pick a corpse before switching weapons.
* [1567621] Warning if corpse rots during dissection.
* [1567613] Removed CMD_OBSOLETE_INVOKE.
* [1564899] Added "Power" column for spells screen.
* [1566657] Rings of teleportation are now pricier.
* [1566759] Fixed merfolk getting duplicate messages when entering water.
* [1566652] Fixed control teleport being noted in the dump even if unIDed.
Stone Soup 0.1.2 (20060927)
---------------------------
* Fixed shift-running and /-running on Windows and Unix.
* Giant (spiked) clubs were wieldable by almost everybody, fixed.
* Fixed giant clubs not producing brown snakes with sticks-to-snakes.
* Refixed Sif Muna piety gain - was much too fast.
* Weapon properties are closer to 4.0.
* Included Elethiomel's key help page on ?
Stone Soup 0.1.1 (20060926)
---------------------------
* The Inscriptions patch joins the party (minus keybindings changes).
* Applied Matthew Cline's additions to the Inscriptions patch: more notes on
monsters, auto-notes based on messages, etc.
* Jewellery names now note uncursed status correctly (if rather verbosely)
* Curare-tipped needles are rarer.
* The appropriate monsters resist curare effects.
* Okawaru no longer protects you from harm.
* Rods are generated with smaller mana reservoirs (max 14MP).
* Draconians are slightly weaker. Groups of draconians are smaller and more
homogeneous.
* Sif Muna piety training is easier.
* Sif Muna now has Channel Energy; Vehumet does not.
* Okawaru is less aggressive about spamming missile gifts.
* Fixed Ctrl+move ignoring confusion.
* Fixed broken keypad handling in level-map on DOS.
* Fixed jelly pits appearing at low levels.
* Added % command to show resists and other useful statistics.
* Fixed bad flaming/freezing brands on missile launchers (reported by
Rubinstein).
* Miscast effect explosions now always hit
* Fixed fireballs (and other explosions) being blocked by shields.
* Thrown needles are very inaccurate.
* Plain old elves are now of the correct intelligence.
* Scrolls of immolation can't burn themselves up.
* Player ghosts get MS_LEVEL_SUMMON if the player had Shadow Creatures.
* Fixed jelly-splitting bugs.
* Fixed splashed acid corroding items that shouldn't corrode.
* Revised wand pricing in shops.
* Fixed Book of Earth containing spells it shouldn't.
* Stuff dropped in lava/deep water will now sleep with the fishes. Er, be
destroyed.
* Autoprayer will not pray at altars.
* Water elementals can now move around as intended and can be summoned on blue
fountains.
* Vorpal launchers do a little more damage.
* Fixed monsters not benefiting from vorpal launchers.
* Fixed kill listing bugs on DOS.
* Quasits can now be generated.
* "Glow" status is now shown correctly.
* Demonspawn can get mutations while transformed.
* Monsters polymorphing into invisible monsters will be seen correctly by
players with see invisible.
* You now cannot read-identify scrolls of paper if you have three levels of
blurry vision.
* Acquirement grants more gold.
* Airstrike does more damage to flying monsters
* Shop items are coloured to indicate affordability.
* You can now cast spells in capital-lettered slots.
* Flying/levitating characters take half-damage from static discharge.
* Yellow wasps are less lethal.
* Items can be inscribed with =k to ignore them. Ignorance is rather powerful.
* Trolls cannot use claws for butchery when transformed.
* Putting on rings no longer prompts for left/right finger, rings always go
onto left finger first if both fingers are available.
* 'v' now also displays launcher stats.
* Fixed bug with monsters trying to use blink as a beam spell when out of player
LOS.
* 'A' screen now notes speed of centaurs and nagas.
* \ command display is now much tidier.
* Fixed horns mutation interaction with headgear.
* Summoner ghosts get regular summon small mammals, not vampire small mammal
summon.
* Added death drake description.
Stone Soup 0.1 (20060918)
-------------------------
* Enhancer staves boost spell power only, not success rates
* Chain lightning (level 8) replaces Orb of electrocution.
* Miscellaneous spell level changes (Borgnor's, Silence, Simulacrum, Controlled
Blink).
* Sif Muna piety increases only when training spell skills
* Okawaru gives gifts of ammunition.
* Detect creatures is somewhat inaccurate; level-map is cleared before DC.
* The Shining One doesn't protest his Daevas dying.
* The Shining One gives Cleansing Flame instead of Thunderbolt.
* Rods (apart from striking) have mana reservoirs and gradually recharge mana
when wielded/carried.
* Shields are better.
* Warp brand is available once more.
* Curare-tipped needles are available in addition to generic poisoned needles.
* Monsters are never generated in LOS when a new game begins.
* Monsters can swap positions with other monsters of the same class.
* Missile launchers can be acquired/gifted by Okawaru.
* Fire/frost missiles are more powerful.
* Launchers support the vorpal brand.
* Throwing skill renamed to Ranged Combat.
* Ranged Combat now has no impact on ammo preservation.
* Added monster draconians and death drakes. Drakes are now all on 'l' instead
of 'd'.
* Added lajatang, lochaber axe and longbow.
* Save/bones version number is now 0.x so stone_soup cannot load 4.0 saves.
* Monsters can cast poison arrow
* Naga melee damage upped slightly.
* Jelly pits
* Missile weapons are stronger.
* Evocations no longer increases max MP.
Dungeon Crawl (Stone Soup)
------- ----- ------ -----
(If you'd like to dive in and start playing Crawl right away, see readme.txt.)
What you have downloaded is *not* Linley's Dungeon Crawl. This is a somewhat
experimental branch of the Dungeon Crawl Reference project (codenamed Stone
Soup). Note that this is a branch, and is NOT the official Dungeon Crawl
Reference.
The goal of this version is to build on Dungeon Crawl Reference (which aims to
be the stable base platform for experimentation and patches, and to fill in the
gaps during times when Dungeon Crawl's main maintainer is not available) with
good features drawn from sources such as Brent Ross' 4.1.2 alpha, and ideas
from the community of Dungeon Crawl players and to keep development on Dungeon
Crawl moving without destablizing game balance.
Please do not send bug reports for this code to the main Dungeon Crawl
maintainers -- the odds are good that the code that's causing you problems
isn't code they wrote, and they won't be able to help you.
-----------------------------------------------------------------------------
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 prevail
against overwhelming odds.
The following files in your main Crawl directory are crucial:
crawl - Starts the game.
crawl.exe
init.txt - These files (which one depends on your OS) contains the options of
.crawlrc Crawl. Since the defaults are well suited for playing, don't bother
with this in the beginning.
Note that permanent death is not an option, but a feature!
macro.txt - Playing Crawl can be made even more convenient by redefining keys
and assigning macros. It is recommended that you fiddle with these
only after a couple of games.
The docs directory contains the following helpful files:
crawl_manual.txt - This is the complete manual; describing all species, classes,
types of items, etc.
crawl_options.txt - Here all the options you can give Crawl are described in
detail; feel free to skip this until you feel comfortable with the
game.
crawl_macros.txt - It is wise to ignore this at first, too. (Unless you
experience serious problems with some keys, in which case you may
want to have a look at the keymaps section.)
Just remember for later that you can improve your Crawl experience
by adjusting interface options and defining your own macros.
tables.txt - Unlike some other roguelike games, winning in Crawl does not
require an exhaustive knowledge of the game's internals. However,
here are tables which may be interesting to players. The central
information therein can be deduced from other sources (like the
manual), and it is perfectly possible to win without knowing
these numbers.
If you have questions concerning the game, or have found a bug, do not hesitate
to inquire at the newsgroup
rec.games.roguelike.misc
with your problem. Since other games are discussed over there as well, it is
polite to flag your post with -crawl-. Please read the group for a while before
posting to get a feel for the right way to post articles about Crawl.
Stone Soup's homepage is
http://crawl-ref.sourceforge.net
Look here for downloads of the most recent version (source and binaries).
Stone Soup is supported on Linux, Windows, OS/X, and DOS, and will probably
compile and run on any reasonably modern Unix.
Install instructions for Dungeon Crawl Stone Soup (DCSS)
--------------------------------------------------------
(Last updated on 20061107 for Dungeon Crawl Stone Soup 0.1.3.)
Building Dungeon Crawl Stone Soup
---------------------------------
Crawl Stone Soup is known to compile successfully on the following platforms as
of version 0.1:
- Any Unix with a recent gcc (and g++), GNU make and libncurses, including
Linux and Mac OS X.
- Microsoft Windows NT/2000/XP. The game will also run on Windows 9X and ME.
DOS binaries can also be compiled on Windows NT+.
The only supported compiler is gcc (available on almost all Unixes, and as djgpp
for DOS, and MinGW for Windows).
Other platforms are unsupported, but you should be able to build Crawl on
pretty much any operating system with a modern C++ compiler (full support for
the standard C++ library, in particular <string>, the collection classes and
<algorithm> is necessary) and the curses library.
Optional libraries
------------------
Crawl can be built with some optional features:
* Sounds
* Regular expressions
* Lua support
Crawl Stone Soup also uses a level compiler to compile special level
definitions; to make changes to the level compiler, you'll need the flex and
bison/byacc tools (Other lex/yaccs may also work). More details are available
below.
Sounds must be enabled by editing AppHdr.h (uncomment SOUND_PLAY_COMMAND on
Unixes or WINMM_PLAY_SOUNDS on Windows).
Regular expressions require libpcre on non-Unix operating systems. On Unixes,
the standard POSIX regular expression support is adequate for Crawl's needs.
Lua support requires liblua, which you can build by downloading the sources from
www.lua.org. On most Unixes, you can also use the native package management
system to easily install lua.
Makefile system
---------------
Crawl uses a selector makefile (under source/makefile) to control what platform
it's building for. Your first step in building Crawl should be to edit
source/makefile and point it at the correct platform makefile. For instance, if
you're building for Windows, you'd use MAKEFILE=makefile.mgw to build with MinGW
for Windows (# is used for comments in makefiles).
Consult the operating-system specific sections for detailed information on
building Crawl.
Building on Unix (Linux, *BSD, Solaris, etc.)
---------------------------------------------
* Prerequisites:
GNU gcc and g++, GNU make, libncurses or libcurses.
flex and bison are optional but highly recommended. Recent versions of byacc are
also fine.
* Building:
* cd to the source directory (you can safely ignore the dolinks.sh and
domake.sh scripts).
* Edit makefile and make sure that MAKEFILE=makefile.unix is uncommented and
all other MAKEFILE= lines are commented out.
* Edit AppHdr.h and check that SAVE_DIR_PATH, SAVE_PACKAGE_CMD and
LOAD_UNPACKAGE_CMD are set correctly for your system. If you do not want your
saves packaged in a zip archive, it's safe to comment out SAVE_PACKAGE_CMD and
LOAD_UNPACKAGE_CMD.
* If you don't have flex or bison, edit makefile.unix and set DOYACC := n. If
you want to use byacc instead of bison, edit makefile.unix and set YACC :=
byacc. On some Linuxes you may not have lex symlinked to flex, in which case
you'll have to set LEX := flex in makefile.unix.
* Run make to build the normal (non-wizard) Crawl. On systems such as Solaris,
you may have to use gmake for GNU make. Make sure your make identifies itself
as GNU make when you do make --version.
* If you have Lua, you can edit AppHdr.h and uncomment
// #define CLUA_BINDINGS
then add -llua to your LIB = line in makefile.unix, and rebuild to compile with
Lua support.
Building on Mac OS X
--------------------
You can follow the Linux instructions to build Crawl (but note you still need to
install Xcode to get gcc and make), or alternatively you can use Xcode.
* Crawl has been tested with Xcode 2.4 under OS X 10.4.7 on both PPC and Intel
machines, but is likely to be buildable with earlier versions.
* Make sure Xcode is installed. Xcode should be available on the OS X install
DVD if you haven't already installed it.
* Open the Xcode project (Crawl.xcodeproj) under the "source" directory.
* Hit Build in Xcode.
* The default build configuration, Release, will build a ppc/i386 Universal
binary suitable for play on all OS X 10.3.9 or newer systems. The other build
configurations are intended for development and may not result in a binary
that can be distributed to others.
* You can also use makefile.osx, which will run xcodebuild from the command line.
* If you have Lua installed, you can add your lua headers and liblua library to
the 'Crawl' target in the Xcode project, uncomment the '#define CLUA_BINDINGS'
line in AppHdr.h, and rebuild to compile with Lua support.
Building on Windows
-------------------
NOTE: Building for Windows+MinGW on Windows 9x/ME may work, but we've not tested
it. You may be better off using the DOS build instructions if you're on 9x/ME.
We've also not tested or updated the makefile for Borland C++. We strongly
recommend using MinGW if possible.
* Install MinGW from http://www.mingw.org. The MinGW 5.0.2 installer is best so
you don't have to fiddle with individual packages (you can mess with the
individual packages if you like to, of course). If you want to edit the level
compiler, also get the flex and bison packages (available from the GnuWin32
project on Sourceforge: http://gnuwin32.sourceforge.net/).
* Make sure you have g++ and mingw32-make in your path.
* cd to the the Crawl source directory.
* Build Crawl by running
mingw32-make MAKEFILE=makefile.mgw
* If you have Lua and/or libpcre, you can edit AppHdr.h and uncomment
these lines:
// #define CLUA_BINDINGS
and
// #define REGEX_PCRE
Note that there are multiple // #define REGEX_PCRE lines in AppHdr.h - find
the one in the Windows-specific section.
* If you have flex and bison, edit makefile.mgw and set DOYACC := y.
* Add -llua and -lpcre to the LIB line in makefile.mgw as:
LIB = -lwinmm -static -llua -lpcre
and build Crawl to include Lua and regex support.
* When you're done, you should have crawl.exe under a "rel" subdirectory.
Building on DOS
---------------
* Install djgpp from http://www.delorie.com/djgpp/. Don't forget to include C++
support when the Zip picker asks for what you want. You may also have to
download GNU make as a separate package. It's important to follow the install
instructions carefully, because bad installs can produce rather confusing
error messages.
* Make sure gxx and make are in your PATH.
* If you want to modify the level compiler, install the djgpp flex, bison and m4
packages and set DOYACC := y in makefile.dos.
* cd to the Crawl source directory.
* Build Crawl by running
make MAKEFILE=makefile.dos
* If you have Lua and/or PCRE, edit makefile.dos and change this line:
CFLAGS = -D$(OS_TYPE) $(EXTRA_FLAGS)
to
CFLAGS = -D$(OS_TYPE) $(EXTRA_FLAGS) -DCLUA_BINDINGS -DREGEX_PCRE
Add -llua and -lpcre to the LIB line in makefile.dos, like so:
LIB = -llua -lpcre
then build Crawl.
* When the build is done, crawl.exe should be in the source directory.
*****************************************************************************
The level compiler
------------------
(NOTE: The level compiler is not in its final form yet; these instructions are
likely to change for future releases.)
Crawl uses a level compiler to convert the human-readable level design (.des)
files in the source/dat directory into code that's compiled into Crawl.
If you're using one of the standard makefiles, the steps described in this
section are performed automatically:
The level compiler source is in the source/util directory (levcomp.lpp and
levcomp.ypp). The steps involved in building the level compiler are:
* Run flex on levcomp.lpp to produce the levcomp.lex.cc lexer.
* Run bison on levcomp.ypp to produce the levcomp.tab.cc parser and
levcomp.tab.h
* Compile the resulting C++ source files with mapdef.cc (in the main source
directory) and levcomp.cc to produce the levcomp executable.
Once you've built the level compiler, run it on the .des files in source/dat and
append the results to mapdefs.ixx:
levcomp(.exe) mapdefs.ixx < dat/vaults.des
levcomp(.exe) -a mapdefs.ixx < dat/splev.des
(the -a option tells levcomp to append to mapdefs.ixx instead of overwriting the
existing contents.)
When mapdefs.ixx is built, Crawl can be compiled as before. mapdefs.ixx is
#included in maps.cc.
For convenience on systems that don't have flex/bison, pre-generated
intermediate files are provided under source/prebuilt. The makefiles provided
with the Crawl source distribution will use these pre-generated files
automatically if flex/bison is not available.
If you're using an Integrated Development Environment and don't want to modify
the level design files at all, a pre-generated mapdefs.ixx is provided in
source/prebuilt - you can add source/prebuilt as an include directory and build
Crawl as before. (This is not necessary if you're using Xcode on OS X
- the Xcode project provided with the source distribution is aware of the level
compiler and will build and use it automatically.)
*****************************************************************************
Optional Libraries
------------------
Lua
---
NOTE: When linking in Lua, the makefile LIB line usually looks like this:
LIB = -llua
If you're using Lua older than 5.1, though, the Lua library comprises of *two*
libraries: liblua and liblualib (yes, confusing), so you need
LIB = -llua -llualib
Getting Lua:
On Unixes your package management system is the best way to get Lua. Make
sure to install the development headers and not just the naked library.
On Windows, Lua binaries are available on luaforge.net. You should find links to
get binaries from www.lua.org.
On DOS, you get the joy of compiling Lua yourself. It's not hard, and you can
use the existing Windows support in the Lua makefiles with some minor
modifications, but you may be better served using the official Crawl Stone Soup
binaries if you want Lua with your Crawl and don't want to compile Lua.
PCRE
----
On Unixes, you're better served by the existing POSIX regular expression
support. If you want PCRE, your package management system is again your best
bet. Remember to install development headers, not just the plain library.
On Windows, PCRE binaries are available from
http://gnuwin32.sourceforge.net/packages/pcre.htm
On DOS you get the joy of building PCRE yourself. It's a little more annoying
than building Lua (you have to roll your own makefile), but not by much.
The Dungeon Crawl Stone Soup team (Peter Berger, Nat Lanza, Haran Pilpel, Erik
Piper, David Ploog, Darshan Shaligram) would like to thank:
* Linley Henzell, the author of Dungeon Crawl, for writing this great game.
* Brent Ross, Dungeon Crawl 4.0/4.1 maintainer. Stone Soup owes a lot to his
ideas and code in Crawl 4.1.
* Other members of the 4.0 Crawl development team: Michal Valvoda, Guus Sliepen,
Brian Robinson, Mark Mackey, Gordon Lipford, Daniel Ligon, Jesse Jones, Josh
Fishman, Don Brodale.
* Everyone else who has contributed to Crawl in the past.
We'd also like to thank members of the Dungeon Crawl community who have
contributed to Dungeon Crawl Stone Soup:
Matthew Cline
Elethiomel
Ben Goetter
R. Dan Henry
Benoit Hudson
Ryan Kusnery
Erkki Nurmi
Yuuma Oohara
Pedro
Johanna Ploog
David Rose
Johan Strandell