Fixed help hotkeys so that the appendix hotkeys still work.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@1082 c06c8d41-db1a-0410-9941-cceddc491573
WQU4ORZR2C52JNRTH5DN4XKNLEC4Q4SUZ7MLO6MBU6SSL2YXLSOAC DC5LUHADFCY4R5TAAQ7EFX2MSWABYRRDU4QLOJ3DFDG667SDDYMAC BFNKOKRTFRTYFUWQ4IEHY5EER4UFBZUNSQRMB3UWY5BBNWS7UJEQC 65CM2EZCAFFBWLAYZ7ALBV3BQKNZCYOHYIFY46KU7BZL3LHV36JAC D77K7ISUWRLGNSQGYH5P2KEJZCNYQHDZC5AMLSKTXVBIRNG6F5KQC LAMIVDKY7LO5ONX5Z273ZCCEA5UBENOJD5VWNE4AK2EXGFED6BFQC K2CS6TCX2NDVL2ASEHGP4J4K4IJ6FP3ANNKTSIWVG43HPYSBX6ZQC FNNHPDRUNN3NT34PMF7NRS2GNRAVL2XUUS2UVN5EB3BHUV23ERYQC RVST2QHYJ757ZHK4AUJ5NGPDZ44AD6RVFVXYPKQIBJXZBDNUCHXQC 7TLJ2HSES5TLOSAVWAWVVCKHGWNDXYDEYRN3AONEZDC2LSY5SBUQC F2BIF3CG3F2THAJQZVE7N63F3NLOMA2PY4SUBA2FJOP2ANKIFYGQC Detailed instructions for playing Crawl follow. If you want to get into the gamequickly, 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 disclaimerin section L of this document and the licence.txt file, though.
If you have never played Crawl (or a similar game) before, you may want to tryout a tutorial. These are accessed by entering 'T' in the class or speciesselection screens. You can choose among three quite popular and rather straightforward combinations: a strong melee fighter with the additional helpa mighty war god, a Centaur hunter using bow and arrows and a battle magicianof Elven type. The tutorials primarily intend to explain Crawl's interface.They do not focus on 'optimal' gameplay (also, many experienced players sharedifferent views on the latter). The tutorial has a special help screen viewedby pressing '?' and ends when you reach the fifth experience level.
Detailed instructions for playing Crawl follow. If you want to get the mostimportant facts more quickly, read the quick-start guide (quickstart.txt) andlearn as you play. Otherwise, it may be worth your while to read at least partof this file (although it will probably confuse you somewhat). Read at least thedisclaimer in section L of this document and the licence.txt file, though.
While Dungeon Crawl is a strict single player game, you can play on a servertogether with many others. The relevant webpage and telnet address arewww.akrasiac.orgyiff.mit.eduThis has several interesting consequences: you cano watch other players, and even communicate with themo replay games from you or otherso meet ghost of other playerso compete using a common score list>> Insert paragraph on akrasiac right here?
race and class (this can be done in either order). The choice of species affectsseveral important characteristics, in particular the speed with which thedifferent skills are learned. This is very important, and helps to clearlydifferentiate the 26 available races. To be complete, the following factors arespecies-dependent:
race and class (a full list of all saved games is displayed, which you cannavigate with the cursor Up and Down keys). You can make these two choices ineither order, and randomising (one of) them is possible, as well. Pressing Enterallows you to skip choosing a name until species and class are settled.
Stealth: Another internal variable like Magic Resistance. First of all,-------- there is a Stealth skill which every character can learn (butagain, the different races' aptitudes for this vary greatly).Next, some armour affects Stealth in a positive way (all Elvenpieces are notable in this regard), while all heavy armours willhamper it.
Besides the dungeon you start in, there are many branches in Crawl. All of themare themed and host opponents of some special sort. It is not mandatory to visitany particular branch, but you must explore some of them: progress to the Realmsof Zot (where the Orb is located) is only allowed for adventurers who happen tohave at least three magical runes of Zot. Several branch end levels contain sucha rune.
See appendix X.4 for all commands and shortcuts in level-map mode.Another use of autotravel is exploration: Ctrl-O makes your character moveto the nearest unexplored area. This can be dangerous - do not use it when known
See appendix 4 for all commands and shortcuts in level-map mode.Another use of autotravel is exploration: Ctrl-O makes your character move tothe nearest unexplored area. This can be dangerous - do not use it when known
Since you can only carry 52 items, you will want to safely stash things awayat some time. Pressing Ctrl-S tells Crawl to consider all items on the squareas a Stash (this is only necessary with the option stash_tracking=explicit;with the other two values - including stash_trackin =all, the default - manuallydeclaring stashes is not necessary). You can use the Find command, Ctrl-F, tosearch among your stashes; the parser even accepts regular expressions, althoughyou will mostly just need strings like 'mutation', 'heal wounds' etc. Ctrl-F alsolooks at items in shops. A list with all places is presented, where objectsmatching the search are (or have been) located; you can then travel there.
Since you can only carry 52 items, you will occassionally want to safely stashthings away. When you want to search for something in your stashes, you can dothis with the Find command (Ctrl-F). The parser even accepts regularexpressions, although you will mostly just need strings like 'mutation', 'healwounds' etc. A list with all places is presented, where objects matching thesearch are (or have been) located; you can then travel there or examine thepile. The Find command will also search in shop inventories. Furthermore, youcan search for skills like 'long blades' (this will find all weapons that trainthe long blades skill) or general terms like 'artefact'.The above assumes that you use the default option 'stash_tracking = all'. If forsome reasons (e.g. to speed up performance) the value has been changed, you canpress Ctrl-S to tell Crawl that this square is considered a stash. Ctrl-E willmanually erase stashes.
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 ofkeymaps and macros. See macro.txt in the Docs directory. A full list of alldefault commands (in the various modes) also appears in appendix X.4.
Crawl's help menu is accessed by pressing '?'. You get the list of all commandsby pressing '?' again. A different, more verbose description of the commandsalso appears in appendix 4 of this text. Various other help texts are availableas well, including this manual. You can also read the logbook of your characterfrom there by pressing ':'.Note that both level map mode and targeting interface have their own helpscreen, to be displayed by presing '?'.If you don't like the standard keyset (either because some keys do not workproperly, or because you want to decrease the amount of typing necessary),you can use keymaps and macros. See macro.txt in the Docs directory, or read itfrom the in-game help menu.
There are several more feasible methods to kill monsters. Hunters and similarlyoriented characters will prefer ranged combat to mindless bashing. When wieldingsome launcher, the 'f' command will fire appropriate missiles. See the sectionon Targeting in the Items Chapter for more on this. Likewise, many magicianswill rather want to use spells from a safe distance. They can use 'Z' to castspells previously memorised. Again see the Targeting section.
You pick items up with the 'g'et or ',' (comma) command and drop them withthe '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 severalitems in one go takes _more_ turns, so be careful here.
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?", if you typea number before the letter of the item, you will drop that quantity of the item.(similarly when picking up). Note that picking up items from one square takesalways one turn. Dropping several items in one go takes _more_ turns, so becareful here.Typing 'i' gives you an inventory of what you are carrying. When you are given aprompt like "Throw [or wield, wear, etc] which item?", you usually get a list ofall available options (this behaviour can be changed with the auto_list option).You can press '*' in case you want to wield something unusual. When theinventory screen is showing "-more-", to show you that there is another page ofitems, you can type the letter of the item you want instead of Space or Enter.
Typing 'i' gives you an inventory of what you are carrying. When you aregiven a prompt like "Throw [or wield, wear, etc] which item?", you can typethe letter of the item, or you can type '?' or '*' to get an inventory list.'?' lists all appropriate items, while '*' lists all items, appropriate ornot. When the inventory screen is showing "-more-", to show you that thereis another page of items, you can type the letter of the item you wantinstead of Space or Enter. You can carry at most 52 items at once, and thetotal weight is bounded by your carrying capacity. Both of these are printedat the top of the inventory screen.
You can carry at most 52 items at once, and the total weight is bounded by yourcarrying 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 whichyour possessions are assigned. This command can be used to change spellletters as well.
You can use the adjust command (the '=' key) to change the letters to which yourpossessions are assigned. This command can be used to change spell letters, too.
Some items can be stickycursed, in which case they weld themselves to yourbody when you use them. Such items usually carry some kind of disadvantage:a weapon or armour may be damaged or negatively enchanted, while rings canhave all manner of unpleasant effects on you. If you are lucky, you mightfind magic which can rid you of cursed items.
Some items can be stickycursed, in which case they weld themselves to your bodywhen you use them. Such items usually carry some kind of disadvantage: a weaponor armour may be damaged or negatively enchanted, while rings can have allmanner of unpleasant effects on you. If you are lucky, you might find magicwhich can rid you of cursedness for welded 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 oftheir function. However, these characteristics change between each game, sowhile in one game every potion of healing may be yellow, in another gamethey might all be purple and bubbly. Once you have discovered the functionof such an item, you will remember it for the rest of the current game. Youcan access your item discoveries with the '\' key.
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 oftheir function. However, these characteristics change between each game, sowhile in one game every potion of healing may be yellow, in another game theymight all be purple and bubbly. Once you have discovered the function of such anitem, you will remember it for the rest of the current game. You can access youritem discoveries with the '\' key.
A very useful command is the 'v' key, which gives you a description of whatan item does. This is particularly useful when comparing different types ofweapons, but don't expect too much information from examining unidentifieditems.
A very useful command is the 'v' key, which gives you a description of what anitem does. Try this when comparing different types of armours and weapons, butdon't expect too much information from examining unidentified items.
Another useful command is the '{' key which lets you inscribe items with acomment. You can also inscribe commands; in particular inscribing '=k'will cause the item to be completely ignored from now on (it can only bepicked up if all items on that square have the '=k' mark). An item with '@w9'can be wielded with the command 'w9', regardless of its actual item slot(here 'w'ield could be replaced by any sensible command key, using '*'signifies all keys at once; and any digit could be substituted for '9').An item with '!w' demands confirmation before wielding. For more on this, andespecially auto-inscription, see crawl-options.txt.
Another useful command is the '{' key, which lets you inscribe items with acomment. You can also inscribe commands; in particular inscribing '=k' willcause the item to be completely ignored from then on (it can only be picked upif all items on that square have the '=k' mark). An item with '@w9' can bewielded with the command 'w9', regardless of its actual item slot (here 'w'ieldcould be replaced by any sensible command key, using '*' signifies all keys atonce; and any digit could be substituted for '9'). An item with '!w' demandsconfirmation before wielding. For more on this, and especially auto-inscription,see crawl-options.txt.
These are rather important. You will find a variety of weapons in thedungeon, ranging from small and quick daggers to huge, cumbersomebattle-axes and pole-arms. Each type of weapon does a different amount ofdamage, has a different chance of hitting its target, and takes adifferent amount of time to swing. You should choose your weaponscarefully; trying to hit a bat with a greatsword is about as clever asbashing a dragon with a club. For this reason it is wise to have a goodmixture of weapon skills. Skills affect damage, accuracy and speed.
These are rather important. You will find a variety of weapons in the dungeon,ranging from small and quick daggers to huge, cumbersome battleaxes andpole-arms. Each type of weapon does a differing amount of damage, has adifferent chance of hitting its target, and takes a different amount of time toswing. There are several weapon skills (press 'm' to show a list of those thatyou are training) like Short Blades, Long Blades, Axes, Unarmed Combat etc.These skills affect damage, accuracy and speed.Weapons can be enchanted; when they are identified, they have values which tellyou how much more effective they are than an unenchanted version. The firstnumber is the enchantment to-hit, which affects the weapon's accuracy, and thesecond is its damage enchantment; weapons which are not enchanted are simply'+0'. Some weapons also have special magical effects which make them veryeffective in certain situations. Some types of hand weapons (especially daggers,spears and hand axes) are quite effective when thrown.
Weapons can be enchanted; when they are identified, they have values whichtell you how much more effective they are than an unenchanted version. Thefirst number is the enchantment to-hit, which affects the weapon'saccuracy, and the second is its damage enchantment; weapons which are notenchanted are simply '+0'. Some weapons also have special magical effectswhich make them very effective in certain situations. Some types of handweapons (especially daggers, spears and hand axes) are quite effectivewhen thrown.
You can wield weapons with the 'w' command, which is a very quick action. If forsome 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.
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 ahyphen ('-'). Note that weapons are not the only class of item which youcan wield.
The ' (apostrophe) key is a shortcut which automatically wields item a. If itema is being wielded, it causes you to wield item b instead, if possible. Tryassigning the letter a to your primary weapon, and b to your bow or somethingelse you need to wield only sometimes. Note that this is just a typing shortcutand is not functionally different to wielding these items normally.
The ' (apostrophe) key is a shortcut which automatically wields item a. Ifitem 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 orsomething else you need to wield only sometimes. Note that this is just atyping shortcut and is not functionally different to wielding these itemsnormally.
You can press '(' or ')' to show your primary (wielded) and secondary (slot b)weapons, as well as the preferred missiles (to be shot when using 'f' to fire).
If you would rather pick off monsters from a safe distance, you will needammunition for your sling or bow. Darts are effective when simply thrown;other kinds of ammunition require you to wield an appropriate device toinflict worthwhile damage. (Examining a missile launcher with the 'v'command will tell you what kind of ammunition is uses.) Ammunition has onlyone "plus" value, which affects both accuracy and damage. If you haveammunition suitable for what you are wielding, the 'f' command will choosethe first lot in your inventory, or you can use the 't' command to throwanything. 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 throwweapons like spears, daggers, or hand axes.
If you would rather pick off monsters from a safe distance, you will needammunition for your sling or bow. Darts are effective when simply thrown;other kinds of ammunition require you to wield an appropriate device toinflict worthwhile damage. Ammunition has only one "plus" value, whichaffects both accuracy and damage. If you have ammunition suitable forwhat you are wielding, the 'f' command will choose the first lot in yourinventory, or you can use the 't' command to throw anything. If you areusing the right kind of hand weapon, you will "shoot" the ammunition,otherwise you "throw" it. At times it also sensible to throw weapons likespears, daggers, or hand axes.The following paragraph describes how to target monsters using your rangedattack. The same interface is employed for the casting of many spells, and thezapping of certain wands.
When throwing something, you are asked for a target. You can use Shiftand a direction to throw in that direction (for as far as possible), ormove the cursor over your target if it is not in a direct line with you.When the cursor is on it, press '.' (period) or Delete to target it (youcan 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 thetarget space is water, it may hit anything which might be lurking beneaththe surface (which would otherwise be missed completely). If you targetyourself, you throw whatever it is at yourself (this can be useful whenzapping some wands; see later). Also, if you type 'p' or 't', you will targetyour previous target (if still possible).
Targeting:----------When throwing something, you are asked for a direction. There are several waysto tell Crawl which monster to target:- Typing Shift-direction on your keypad fires straight away in that direction.- Pressing 'p', 't' or 'f' fires at the previous target (if still possible).- Pressing '+' or '=' cycles between hostile monsters, starting from the oneclosest to you and proceeding to monster farther away; '-' cycles backwards.Press '.' (period) or Del or Enter or Space to fire at the target. If youpress '!', you also fire, but the spell/missile will stop at the target'ssquare if it misses. This is the only way to attack submerged creatures.Use Ctrl-F to change which monsters are cycled: hostiles, friends, all.- Any direction key will move the cursor; press one of '.', Del, Enter, Space,'!' as above if you have selected your target. It is possible to target emptyspaces, if you want (this can become useful for spells).- Simply pressing '.' or Del or Enter at the prompt causes you to targetyourself. This can be useful when zapping certain wands (see below). If theaction looks more like an accident, you will be asked for confirmation.
This is also rather important. When worn, most armour improves your ArmourClass, which decreases the amount of damage you take when somethinginjures you. Unfortunately the heavier types of armour also hamper yourmovement, making it easier for monsters to hit you (i.e., reducing yourevasion score) and making it harder for you to hit monsters. These effectscan be mitigated by a high Armour skill. Wearing heavy armour increases yourchances of miscasting spells, an effect which is also reduced by your Armourskill.
This is also rather important. Most worn 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 iteasier for monsters to hit you (i.e. reducing your evasion score) and making itharder for you to hit monsters. These effects can be mitigated by a high Armourskill. Wearing heavy armour also increases your chances of miscasting spells, aneffect which is not reduced by your Armour skill.
A Shield normally affects neither your AC nor your evasion, but it lets youblock some of the attacks aimed at you and absorbs some of the damage youwould otherwise receive from things like dragon breath and lightningbolts. Wearing a shield (especially a large shield) makes you lesseffective in hand combat. Shields are more effective when you're fighting asmall number of foes than when you're surrounded.In general, shields come in three sizes: bucklers, shields, and largeshields. All shields can be used with bows and rods, although the penaltiesmake it rather inadvisable for anything other than a buckler.
A Shield normally affects neither your AC or your evasion, but it lets you blocksome of the attacks aimed at you and absorbs some of the damage you wouldotherwise receive from things like dragon breath and lightning bolts. Wearing ashield (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 whenyou're surrounded. There are three types: bucklers, shields, and large shields.While it is possible to use bows (or other launchers) and rods together with ashield, the effectivity of doing so is hampered.Some magical armours have special powers. These powers are sometimes automatic,affecting you whenever you wear the armour, and sometimes must be activated withthe 'a' command.
Some magical armours have special powers. These powers are sometimesautomatic, affecting you whenever you wear the armour, and sometimes mustbe activated with the 'a' command.
You can wear armour with the 'W' command, and take it off with the 'T' command.With '[' you can have a quick look at your current gear.% Food and Carrion:-------------------Food is extremely important. You can find many different kinds of food in thedungeon. If you don't eat when you get hungry, you will eventually die ofstarvation. Fighting, carrying heavy loads, casting spells, and using somemagical items will make you hungry. When you are starving you fight lesseffectively as well. You can eat food with the 'e' command.
You can wear armour with the 'W' command, and take it off with the 'T'command.
You will also like to dine on the carrions of your casualties (except if you area Spriggan - these despise meat). Despite the fact that corpses are representedby the same '%' sign as food, you can't eat them without first cutting them intopieces with the 'D' command. Being extremely hungry helps as well in gulpingdown the raw flesh. Even then, you should choose your homemade food with greatcare. In order to dissect a corpse with the 'D' command, you need to have aproper tool (like a knife or short sword). Cutting off the least bad parts willtake some turns and produce a number of 'chunks' eventually. These can then beeaten with 'e' command as above. Crawl will automatically switch to an uncursedbutchering tool when you type 'D', and it will also switch back to your previousweapon in case you didn't get interrupted.
% Food:-------This is extremely important. You can find many different kinds of food inthe dungeon. If you don't eat when you get hungry, you will eventuallydie of starvation. Fighting, carrying heavy loads, casting spells, andusing some magical items will make you hungry. When you are starving youfight less effectively as well. You can eat food with the 'e' command.
Some classes are less restricted about selfmade food: Trolls can use theirclaws, so do not need a cutting device. Also Trolls, Orcs, Ogres, and Koboldscare less (in different degrees) about the quality of the corpse. Ogres andTrolls are happy to have corpse-snacks anytime. This does not apply to OgreMages, as that race separated itself from the brutish traits of their distantrelatives.
Scrolls have many different magical spells inscribed on them, some goodand 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, likerings. You can read scrolls (and by doing so invoke their magic) with the'r' command.
Scrolls have many different magical spells enscribed on them, some good and somebad. One of the most useful scrolls is the scroll of Identify, which will tellyou the function of any item you have in your inventory; save these up for themore powerful and inscrutable magic items, like rings. You can read scrolls (andby doing so invoke their magic) with the 'r' command.
While scrolls tend to affect your equipment or your environment, mostpotions affect your character in some way. The most common type is thesimple healing potion, which restores some hit points, but there are manyother 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.
While scrolls tend to affect your equipment or your environment, most potionsaffect your character in some way. The most common type is the simple healingpotion, which restores some hit points and cures many ailments, but there aremany other varieties of potions to be found. Potions can be quaffed (drunk) withthe 'q' command. Try to avoid drinking poisonous potions!By the way, you can also drink from fountains you encounter in the dungeon.
Sometimes you will be lucky enough to find a stick which contains storedmagical energies. Wands each have a certain amount of charges, and a wandwill cease to function when its charges run out. You must identify a wandto find out how many uses it has left. Wands are aimed in the same way asmissile weapons, and you can invoke the power of a wand by 'z'apping it.
Sometimes you will be lucky enough to find a stick which contains stored magicalenergies. Wands each have a certain amount of charges, and a wand will cease tofunction when its charges run out. You must identify a wand to find out how manyuses it has left. Wands are aimed in the same way as missile weapons, and youcan invoke the power of a wand by 'z'apping it. There are a number of beneficialwands like hasting which can be sensibly targeted at yourself.
Magical rings are among the most useful of the items you will find in thedungeon, but can also be some of the most hazardous. They transfer variousmagical abilities onto their wearer, but powerful rings like rings ofregeneration 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 handyou put a ring on is immaterial to its function. Some rings functionautomatically, while others require activation (the 'a' command).
Magical rings are among the most useful of the items you will find in thedungeon, but can also be some of the most hazardous. They transfer variousmagical abilities onto their wearer, but powerful rings like rings ofregeneration or invisibility make you hunger very quickly when activated. Usethe 'P' command to put on rings, and remove them by typing 'R'. You can wear upto two rings simultaneously, one on each hand; which hand you put a ring on isimmaterial to its function. If you want to put on a rings while both ringfingers are full, you will be asked which one to remove. Some rings functionautomatically, while others require activation (the 'a' command).Amulets are similar to rings, but have a different range of effects (which tendto be more subtle). Amulets are worn around the neck, and you can wear only oneat a time.
There are a number of types of magical staves. Some enhance your generalspellcasting ability, while some greatly increase the power of a certainclass of spells (and possibly reduce your effectiveness with others).Some are spell staves, and hold spells which you can cast without havingto memorise them first, and also without consuming food. You must wield astaff like a weapon in order to gain from its power, and magical stavesare as effective as +0 quarterstaves in combat. Spell staves can beInvoked with the 'E' command while you are wielding them.
There are a number of types of magical staves. Some enhance your generalspellcasting ability, while some greatly increase the power of a certain classof spells (and possibly reduce your effectiveness with others).Some are spell staves (called 'rods' in the game), and hold spells which you cancast without having to memorise them first, and also without consuming food. Youmust wield a rod like a weapon in order to gain from its power, and magicalstaves are as effective as +0 quarterstaves in combat. Rods can be invoked withthe 'E' command while you are wielding them. They have a pool of magical energywhich regenerates rather quickly when you are wielding it (drawing from your ownMagic), or at a much slower rate when it just sits in your backpack.
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 adescription of each spell, or memorise spells from it with the 'M' command.Some books have other special effects, and powerful spellbooks have beenknown to punish the attentions of incompetent magicians.Occasionally you will find manuals of some skill. Reading these will causeyour free experience to go straight into that skill.
Most books contain magical spells which your character may be able to learn. Youcan read a book with the 'r' command, which lets you access a description ofeach spell, or memorise spells from it with the 'M' command. Use 'Z' to castpreviously memorised spells. For spells demanding a target, the comments onusing missile weapons apply.
% Carrion:----------If you manage to kill a monster delicately enough to avoid scattering bitsof 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 asfood, you can't eat them without first cutting them into pieces with the'D' command, and being extremely hungry helps as well. Even then, youshould choose your homemade food with great care.Some classes are less restricted about self-made food: Trolls can use theirclaws, so do not need a cutting device. Also Trolls, Orcs, Ogres, and Koboldscare less (in different degrees) about the quality of the corpse. Ogres andTrolls are happy to have corpse-snacks anytime. This does not apply to OgreMages, as that race separated itself from the brutish traits of their distantrelatives.
Some books have other special effects, and powerful spellbooks have been knownto punish the attentions of incompetent magicians. Occasionally you will findmanuals of some skill. Reading these will cause your free experience to gostraight into that skill.
These are items which don't fall into any other category. You can use manyof them by wielding and 'E'voking them. You can also use some otherspecial items (such as some weapons) by invoking them in this way.
These are items which don't fall into any other category. You can use many ofthem by wielding and 'E'voking them. You can also use some other special items(such as some weapons) by invoking them in this way. Particular items in thisclass are runes. These have no functions whatsoever, except being keys whichopen the endgame. You have to collect at least three of them.
Some items have been crafted by members of a gifted race, and have specialproperties. In addition, items made by a specific race work better in thehands of people of that race.
Some items have been crafted by members of a gifted race, and have specialproperties. In addition, items made by a specific race work better in the handsof people of that race.
Elven armour is unusually light, and does not affect the dodging or stealthof its wearer to the extent that other armours do. Elven cloaks and bootsare particularly useful to those who wish to be stealthy, and elven bows areparticularly effective in conjunction with elven arrows.
Elven armour is unusually light, and does not affect the dodging or stealth ofits wearer to the extent that other armours do. Elven cloaks and boots areparticularly useful to those who wish to be stealthy, and elven bows areparticularly effective in conjunction with elven arrows.
Centaurs and Nagas have uniquely shaped bodies. With luck, however, acharacter of these species might find a Centaur or Naga barding.
Centaurs and Nagas have uniquely shaped bodies. With luck, however, a characterof these species might find a Centaur or Naga barding.
(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 threeareas. Being good in the areas of a spell will improve the casting chance and inmany cases the effect as well.
(Conjuration, Enchantment, Summoning, Necromancy, Translocation, Transmigration,and Divination) as well as several elemental areas (Fire, Ice, Air, and Earth)and finally, Poison. A particular spell can belong (and thus train) to up tothree areas. Being good in the areas of a spell will improve the casting chanceand 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 tomemorise a certain spell, use the 'M' command. Memorising can take a while. Eachspell has a Level, which denotes the amount of skill required to use it as wellas indicating how powerful it may be. You can only memorise a certain number oflevels of spells; type 'M' to find out how many. When you gain experiencelevels, you can memorise more, and you will need to save up for several levelsto memorise the more powerful spells. When you cast a spell, you temporarilyexpend some of your magical energy as well as becoming hungrier (although morepowerful spellcasters hunger less quickly from using magic).
Spells are stored in books, which you will occasionally find in the dungeon. Youcan read books with 'r' to check what spells they contain; furthermore, you canread the individual spells' desriptions. In order to try to memorise a certainspell, 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 howpowerful it may be. You can only memorise a certain number of levels of spells;type 'M' to find out how many. When you gain experience levels or advance theSpellcasting skill, you can memorise more, and you will need to save up forseveral levels to memorise the more powerful spells. When you cast a spell, youtemporarily expend some of your magical energy as well as becoming hungrier(although more intelligent spellcasters hunger less quickly from using magic).
the same way as throwing projectiles: chose a direction to fire straight, orchose 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 ofall commands while targeting.
the same way as throwing projectiles: choose a target with the '+' or '-' keysor just move the cursor there manually and press '.' (or Enter or Space or Del)to fire; or press Shift-direction to shoot straight away in that direction.Press '?' for targeting help or see appendix 4 for a list of all commands.
There is a completely different way to the usage of spells: via rods. Theseare magical staves holding a number of spells. Rods store a certain numberof magic points, which are used for powering the spells they contain; whennot fully charged, they regenerate magic points from their holder's pool(this happens much more quickly if the rod is wielded.)
There is a completely different way to the use spells: via rods. These aremagical staves holding a number of spells. Rods store a certain number of magicpoints, which are used for powering the spells they contain; when not fullycharged, they regenerate magic points from their holder's pool (this happensmuch more quickly if the rod is wielded.) You can spend scrolls of recharging onrods in order to increase the maximal size of their magical reservoir. Theeffectiveness of your rod's spells are gouverned by your Evocations skill.
The following gods can be worshipped from the very beginning by some classes:Zin traditional priestsYredelemnul priests of death, and death knightsThe Shining One paladinsTrog berserkerXom chaos knightsMakhleb chaos knightsElyvilon healers
If you like to start the game with a religion, choose your class among healer,priest, paladin, berserker or chaos knight.
Many a race starts with some special intrinsical feats, like the greater speedof Centaurs or Spriggans and the eating habits of Trolls, Ogres, and others.These are often, but not always, like a preset mutation. In case such an innatefeature gets amplified by an ordinary mutation, it is displayed in a light bluecolour.
You can set up key maps and macros in-game with the ~ key, including savingthem for future use. Alternatively, you can directly edit the macros.txt file.For more information on both and for examples, see the crawl_macros.txt.
You can set up key maps and macros in-game with the ~ key; this also allows forsaving all current key bindings and macros. Alternatively, you can directly editthe macros.txt file. For more information on both and for examples, see thecrawl_macros.txt.
Crawl supports over 100 options which allows for great flexibility in theinterface. They are fully documented in the file crawl_options.txt.The options themselves are set in the file ~/.crawlrc (for UNIX systems) orinit.txt (for Windows).
Crawl supports a large number of options, which allows for great flexibility inthe interface. They are fully documented in the file crawl_options.txt. Theoptions themselves are set in the file ~/.crawlrc (for UNIX systems - copy overinit.txt to ~/.crawlrc) or init.txt (for Windows).
Generally, Crawl should run swiftly on all machines (it compiles out of the boxfor Linux, Windows, OS/X, and to some lesser extent DOS and Unix). If, for somereason, you find Crawl runs unacceptably slowly on your machine, there are a fewmeasures which may improve the situation:- avoid greedy autoexplore- set the option stash_tracking = explicit- set travel_delay = 0 to avoid screen output>> 'some reason' could be play over internet in the future (that's why screen>> I/O can become important)>> BTW, akrasiac must be mentioned somewhere in this manual - at least once>> near the start...
used to other roguelikes and want a bit of background on the differences.
used to other roguelikes and want a bit of background on the differences. In anutshell, prime mainstays of Crawl development are the following, most of whichare explained in more detail below. Note that almost of all of these date backto Linley's first versions.o avoidance of grinding (a.k.a. scumming)o in particular, permalevels, shops won't buy, food clocko clarity, i.e. playability without access to spoilers>> o consistencyo class/race differentiation using skills and aptitudeso killing no-brainers (well, we try), in particular, no permanent intrinsicso replayability (using branches, extended endgames, different styles, and gods)o out of depth monsterso gameplay supporting interface _and_ newbie supportOne basic design principle is avoidance of grinding (also known as scumming).These are activities that have low risk, take a lot of time, and bring somereward. This is bad for a game's design, because it encourages players to borethemselves. We try to avoid this!
One basic design principle is avoidance of grinding. This explains why shopsdon't buy: otherwise players would hoover the dungeon for items to sell. Ofcourse, there are gods accepting all kinds of sacrifices (and thus altargrinding) but there are generally better ways to increase piety there. Anotherinstance: there's no infinite commodity available: food, monster and itemgeneration is generally not enough to support infinite play. Not messing withlighting also falls into this category.
This explains why shops don't buy: otherwise players would hoover the dungeonfor items to sell. Of course, there are gods accepting all kinds of sacrifices(and thus altar hoovering) but there are generally better ways to increase pietythere. Another instance: there's no infinite commodity available: food, monsterand item generation is generally not enough to support infinite play. Notmessing with lighting also falls into this category: there might be a benefit tomood when players have to carry candles/torches, but we don't see any gameplaybenefit as yet. The deep tactical gameplay Crawl aims for necessitates permanentdungeon levels. Many a time characters have to choose between descending orbattling. While carefulness is a virtue in Crawl, as it is in many otherroguelikes, there are strong forces driving characters deeper.
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 insimilar games.
not true for everything, Crawl definitelyy is winnable without spoiler access.Concerning important, but hidden details (i.e. facts subject to spoilers) ourpolicy is this: the joy of discovering something spoily is nice, once. (Anddisappears before it can start if you feel you need to/must read spoilers - alegitimate feeling.) The joy of dealing with ever-changing, unexpected, andchallenging strategic and tactical situations that arise out of transparentrules, on the other hand, is nice again and again.>> Consistency: this ws brought up by Erik, but the paragraph is still missing.
A very important point in Crawl is steering away from nobrainers. Examples forthis are the resistances: there are very few permanent sources, most involve achoice (like rings or specific armour) or are only semi-permanent (likemutations). Another example is the absence of guaranteed wishes (even scrolls ofacquirement produce random items in general) or sure-fire means of life saving(the closest equivalent are controlled blinks).
A very important point in Crawl is steering away from nobrainers. Speaking aboutgames in general, wherever there's a no-brainer, that means the development teamput a lot of effort into providing a "choice" that's really not an interestingchoice at all. And that's a horrible lost opportunity for fun.Examples for this are the resistances: there are very few permanent sources,most involve a choice (like rings or specific armour) or are only semi-permanent(like mutations). Another example is the absence of clearcut best items, whichcomes from the fact that most artifacts are randomly generated. Furthermore,even fixed artifacts cannot be wished for, as scrolls of acquirement producerandom items in general. Likewise, there are no sure-fire means of life saving(the closest equivalent are controlled blinks, and good religious standings forsome deities).Concerning replayability again, Crawl's dungeon layout was also constructed withthis in mind: even veteran players will find the Hells exciting (whichthemselves are construed such that life endangering situations can always pop up- this tries to avoid the walking tank phenomenon). Another strong point is thereligous system, because Crawl allows you to choose gods in the game, regardlessof class or race (and even to switch to other gods). Likewise, there are manyfundamentally different playing styles to discover (melee oriented fighter,stabber, etc.). There have been even deliberate design choices that allowmeta-styles: For example, Mummies do not need to eat and so are principallysuited for a infinite play. On the precise opposite end, players who prefer tobe rewarded for accepting a more severe "clock" can play Demigods with theirnear-godly stats, or centaurs, with amazing missile skills and the speed to takeadvantage of them. Draconians, on the other hand, reveal their adult form(including aptitudes, and sometimes resistances) only at level 7. These are adeviation from the usual rule that after choosing a race, the complete future ofthat character lies in the hand of the player. Nearly every race in the game"offers" a style of its own like the above! Sadly, however, at present some doso far less than others.
The branch system of Crawl is devised with replayability in mind: even veteranplayers will find the Hells exciting (which themselves are construed such thatlife endangering situations can always pop up - this tries to avoid the walkingtank phenomenon occurring in many games), and the Tomb is particularly easy onlyfor special playing styles.
From time to time a discussion about Crawl's unfair OOD (out of depth) monstersturns up, like a dragon on the second dungeon level. These are not bugs! Theyserve as motivation, first of all: in many cases, such a situation can besurvived somehow and the mental bond to the character will then surely grow. OODmonsters also help to keep more experienced players on their toes. The same canbe said of uniques.
The deep tactical gameplay Crawl aims for necessitates permanent dungeon levels.Many a time characters have to choose between descending or battling. Whilecarefulness is a virtue in Crawl as it is in many other roguelikes, there arestrong forces driving characters deeper.
Finally, the interface of Crawl is designed to be understood at a glance and tosupport gameplay as far as possible. In particular, it should make tediousactivities (like making notes of important stashed items, or doing long travels)less tedious. This is how interlevel travel, autoexplore, the stash tracker, thedump file, inscriptions, and macros got into the game.
Finally, there are deliberate choices that allow different playing styles. Forexample, Mummies do not need to eat and so are principally suited for infiniteplay. Draconians, on the other hand, develop their final form (includingaptitudes, and sometimes resistances) only at level 7. These are a deviationfrom the usual rule that after choosing a race, the complete future of thatcharacter lies in the hand of the player.
Still, we make a lot of effort to care for new players (who naturally have noaccess to most of these utilities). In particular, all information should beclearly available and documented in-game. We hope to have that achieved this, atleast partially.
Humans tend to be hardworking and industrious, and learn new things quickly.The human race is the most versatile of all the species available toplayers: humans can be of any class. Humans advance quickly in levels andhave equal abilities in all skills.
Humans tend to be hardworking and industrious, and learn new things quickly. Thehuman race is the most versatile of all the species available to players: humanscan be of any class. Humans advance quickly in levels and have equal abilitiesin all skills.
There are a number of distinct races of elf in the world. Elves are allphysically slight but long-lived people, quicker-witted than humans butsometimes slower to learn new things. Elves are especially good at usingthose skills which require a degree of finesse, such as stealth, sword-fighting and archery, but tend to be poor at using brute force and inelegantforms of combat. They find heavy armour uncomfortable, and make the finest,lightest armours to be found anywhere. Elves are particularly good at usingelven weapons.
There are a number of distinct races of elf. Elves are all physically slight butlong-lived people, quicker-witted than humans but sometimes slower to learn newthings. Elves are especially good at using those skills which require a degreeof finesse, such as stealth, sword-fighting and archery, but tend to be poor atusing brute force and inelegant forms of combat. They find heavy armour to beuncomfortable, and make the finest, lightest armours to be found anywhere. Elvesare particularly good at using elven weapons.
Due to their fey natures, all elves are good at using enchantments and airelemental magic and most are poor at invoking the powers of earth and death(necromancy).
Due to their fey natures, all elves are good at using enchantments and airelemental magic and most are poor at invoking the powers of earth and death(necromancy).
Dwarves are short, hardy people. They love to fight, and often venture forthfrom their subterranean cities to seek fame and fortune through battle.Their armour and weapons are very well-crafted and much more durable thanthe products of lesser artisans. Dwarves are particularly dangerous whenusing dwarven weaponry.
Dwarves are short, hardy people. They love to fight, and often venture forthfrom their subterranean cities to seek fame and fortune through battle. Theirarmour and weapons are very well-crafted and much more durable than the productsof lesser artisans. Dwarves are particularly dangerous when using dwarvenweaponry.
and are good at using armour and shields, but are poor at missile combat orat using pole-arms (which are usually too big for them to wield comfortably).
and are good at using armour and shields, but are poor at missile combat or atusing pole-arms (which are usually too big for them to wield comfortably).
mountains. They advance slightly more quickly than hill dwarves and arealmost as robust while having similar aptitudes, but are slightly worse atfighting while being slightly better at more civilised pursuits.
mountains. They advance slightly more quickly than hill dwarves and are almostas robust while having similar aptitudes, but are slightly worse at fightingwhile being slightly better at more civilised pursuits.
Halflings, who are named for being about half the size of a human, live insmall villages. They live simple lives, and have simple interests. Sometimes a particularly restless halfling will leave his or her village insearch of adventure.
Halflings, who are named for being about half the size of a human, live in smallvillages. They live simple lives, and have simple interests. Some times aparticularly restless halfling will leave his or her village in search ofadventure.
Halflings are very small and are among the least robust of any characterspecies. Although only average at most fighting skills, they can use shortblades well and are good at all forms of missile combat. They are also verystealthy and good at dodging and stabbing, but are poor at magic (exceptenchantments and, for some reason, translocations). They advance in levelsas rapidly as humans. Halflings cannot wield large weapons.
Halflings are very small and are among the least robust of any characterspecies. Although only average at most fighting skills, they can use shortblades well and are good at all forms of missile combat. They are also verystealthy and good at dodging and stabbing, but are poor at magic (exceptenchantments and, for some reason, translocations). They advance in levels asrapidly as humans. Halflings cannot wield large weapons.
Gnomes are an underground-dwelling race of creatures, related to thedwarves but even more closely in touch with the earth.
Gnomes are an underground-dwelling race of creatures, related to the dwarves buteven more closely in touch with the earth.
They are quite small, and share many of their characteristics withhalflings (except for the great agility), although they advance slightlymore slowly in experience levels. They are okay at most skills, butexcellent at earth elemental magic and very poor at air magic.
They are quite small, and share many of their characteristics with halflings(except for the great agility), although they advance slightly more slowly inexperience levels. They are okay at most skills, but excellent at earthelemental magic and very poor at air magic.
Occasionally they can use their empathy with the earth to sense theirsurroundings; this ability increases in power as they gain experiencelevels.
Occasionally they can use their empathy with the earth to sense theirsurroundings; this ability increases in power as they gain experience levels.
Hill orcs are orcs from the upper world who, jealous of the riches whichtheir cousins the cave orcs possess below the ground, descend in search ofplunder and adventure.
Hill orcs are orcs from the upper world who, jealous of the riches which theircousins the cave orcs possess below the ground, descend in search of plunder andadventure.
Hill orcs are as robust as the hill dwarves, but have very low reserves ofmagical energy. Their forte is brute-force fighting, and they are skilled atusing most hand weapons (with the exception of short blades, at which theyare only fair), although they are not particularly good at using missileweapons. They prefer to use their own weapons. Orcs are poor at using mosttypes of magic with the exception of conjurations, necromancy, and earth andfire elemental magic. They advance as quickly as humans.
Hill orcs are as robust as the hill dwarves, but have very low reserves ofmagical energy. Their forte is brute-force fighting, and they are skilled atusing most hand weapons (with the exception of short blades, at which they areonly 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 magicwith the exception of conjurations, necromancy, and earth and fire elementalmagic. They advance as quickly as humans.
Kobolds are small, ugly creatures with few redeeming features. They are notthe sort of people you would want to spend much time with, unless you happento be a kobold yourself.
Kobolds are small, ugly creatures with few redeeming features. They are not thesort of people you would want to spend much time with, unless you happen to be akobold yourself.
They have poor abilities and have similar aptitudes to halflings, withoutthe excellent agility. However, they are better than halflings at usingsome types of magic, particularly summonings and necromancy. They oftenlive as scavengers, surviving on carrion, but are carnivorous and canonly eat meat. They advance in levels as quickly as humans.
They have poor abilities and have similar aptitudes to halflings, without theexcellent agility. However, they are better than halflings at using some typesof magic, particularly summonings and necromancy. They often live as scavengers,surviving on carrion (which they can eat even when not hungry), but arecarnivorous and can only eat meat. They advance in levels as quickly as humans.
As creatures brought back from beyond the grave they are naturally immune topoisons, negative energy and torment, have little warmth left to be affectedby cold, and are not susceptible to mutations.
As creatures brought back from beyond the grave they are naturally immune topoisons, negative energy and torment, have little warmth left to be affectedby cold, and are not susceptible to mutations.
They aren't very good at doing most things, although they make decentfighters and, due to their contact with the grave, can use ice, earth anddeath magic without too many difficulties.
They aren't very good at doing most things, although they make decent fightersand, due to their contact with the grave, can use ice, earth and death magicwithout too many difficulties.
They are reasonably good at most things and advance in experience levels ata decent rate. They are naturally immune to poisons, can see invisiblecreatures, and have tough skin, but their tails are relatively slow andcannot move them around as quickly as can other creatures' legs (this onlyaffects their movement rate; all other actions are at normal speed). Theirbody shape also prevents them from gaining full protection from most armour.Their biggest forte is stealth: Nagas are very good at moving unnoticed.
They are reasonably good at most things and advance in experience levels at adecent rate. They are naturally immune to poisons, can see invisible creatures,and have tough skin, but their tails are relatively slow and cannot move themaround as quickly as can other creatures' legs (this only affects their movementrate; all other actions are at normal speed). Their body shape also preventsthem from gaining full protection from most armour. A Naga's biggest forte isstealth: Nagas are very good at moving unnoticed.
Every now and then, a naga can spit poison; the range, accuracy and damageof this poison increases with the naga's experience level.
Every now and then, a naga can spit poison; the range, accuracy and damage ofthis poison increases with the naga's experience level.
Ogres are huge, chunky creatures related to orcs. They are terrible monsterswho usually live to do nothing more than smash, smash, smash, and destroy.
Ogres are huge, chunky creatures related to orcs. They are terrible monsters whousually live to do nothing more than smash, smash, smash, and destroy.
They have great physical strength, but are bad at almost everything exceptfighting and learn quite slowly. Because of their large size they can onlywear loose robes, cloaks and animal skins. Although ogres can eat almostanything, their size means that they need to do so more frequently thansmaller folk.
They have great physical strength, but are bad at almost everything exceptfighting and learn quite slowly. Because of their large size they can only wearloose 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 beefierspecies in their ability to use magic, especially enchantments. Althoughslighter than their common ogre relatives they nevertheless have greatstrength and can survive a lot of punishment. They advance in level asslowly as high elves. In contrast to their common Ogre cousins, Ogre Mageshave lost the abilities to digest corpses when not hungry.
Ogre-mages are a separate race of ogres who are unique among the beefier speciesin their ability to use magic, especially enchantments. Although slighter thantheir common ogre relatives they nevertheless have great strength and cansurvive a lot of punishment. They advance in level as slowly as high elves. Incontrast to their Ogre cousins, Ogre Mages have lost the abilities to digestcorpses when not hungry.
Trolls are like ogres, but even nastier. They have thick, knobbly skins ofany colour from putrid green to mucky brown and their mouths are full ofichor-dripping fangs.
Trolls are like ogres, but even nastier. They have thick, knobbly skins of anycolour from putrid green to mucky brown and their mouths are full ofichor-dripping fangs.
They can rip creatures apart with their claws, and regenerate very quicklyfrom even the most terrible wounds. They learn very slowly indeed - evenmore slowly than high elves - and need a great amount of food to survive.
They can rip creatures apart with their claws, and regenerate very quickly fromeven the most terrible wounds. They learn very slowly indeed - even more slowlythan high elves - and need a great amount of food to survive.
Draconians are a race of human-dragon hybrids: humanoid in form andapproximately human-sized, with wings, tails and scaly skins. Draconiansstart out in an immature form with brown scales, but as they grow inpower they take on a variety of colours. This happens at an early stage intheir career, and the colour is determined by chromosomes, not by behaviour.
Draconians are human-dragon hybrids: humanoid in form and approximatelyhuman-sized, with wings, tails and scaly skins. Draconians start out in animmature form with brown scales, but as they grow in power they take on avariety of colours. This happens at an early stage in their career, and thecolour is determined by chromosomes, not by behaviour.Some types of draconians have breath weapons or special resistances. Draconiansadvance 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 colourhas its own strengths and some have complementary weaknesses, which sometimesrequires a bit of flexibility.Red Draconians feel at home in fiery surroundings. They're bad with ice magicbut very proficient with fire.White Draconians stem from frost-bitten lands, and are naturally resistant tofrost. They are versed with ice magic, but bad at fire.Green Draconians are used to venomenous surroundings. They are especiallygood in the arts of poison but without deficiencies in other magic realms.Yellow Draconians have sulphuritic odem. Contrary to other Draconians, theyneed no time to gain back their breath. They are acid resistant, too.Grey Draconians have no particular weaknesses or strengths when it comes tolearning and they also get no breath weapon. But their scales becomeparticularly hard over time, they gain more HP, and they grow a spikedtail, making them particularly fit for battle.Black Draconians command lightning bolts and are naturally insulated. They aregood at air magic but feel cumbersome with earth magic.
Some types of draconians have breath weapons or special resistances.Draconians advance very slowly in level, but are reasonably good at allskills but armour (most types of which they cannot wear) and missile weapons.Still, each colour has its own strengths and some have complementaryweaknesses, which sometimes requires a bit of flexibility.
Mottled Draconians are somewhat in touch with fire, yet not weak at ice. Theirbreath consists of special sticky fire, thus burning the target.Purple Draconians are highly adapted to all spellcasting in general, and toEnchantments in particular. They are a bit better at invoking things thanmost other draconians.
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 sulphuric breath.Grey Draconians are better at combat and can take more punishment.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.
Pale Draconians are slightly biased towards fire magic, but without anyrestrictions otherwise. They breath steam and have, like their Purplecousins, a slight advantage at Evocations.
The Centaurs are another race of hybrid creatures: horses with a humantorso. They usually live in forests, surviving by hunting.
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 excellentwith bows and other missile weapons; they are also reasonable at theFighting skill while being slow learners at specific weapon skills. Theyadvance quite slowly in experience level and are rather sub-average atusing magic. Due to their large bulk, they need a little extra food tosurvive.
Centaurs can move very quickly on their four legs, and are excellent with bowsand other missile weapons; they are also reasonable at the Fighting skill whilebeing slow learners at specific weapon skills. They advance quite slowly inexperience level and are rather sub-average at using magic. Due to their largebulk, they need a little extra food to survive.
Demigods are mortals (humans, orcs or elves, for example) with some divineor angelic ancestry, however distant; they can be created by a number ofprocesses including magical experiments and the time-honoured practice ofinterplanar miscegenation.
Demigods are mortals (humans, orcs or elves, for example) with some divine orangelic ancestry, however distant; they can be created by a number of processesincluding magical experiments and the time-honoured practice of interplanarmiscegenation.
Demigods look more or less like members of their mortal part's race, buthave excellent attributes (strength, int, dex) and are extremely robust; theycan also draw on great supplies of magical energy. On the downside theyadvance very slowly in experience, gain skills slightly less quickly thanhumans, and due to their status cannot worship the various Gods and Powersavailable to other classes of being.
Demigods look more or less like members of their mortal part's race, but haveexcellent attributes (strength, int, dex) and are extremely robust; they canalso draw on great supplies of magical energy. On the downside they advance veryslowly in experience, gain skills slightly less quickly than humans, and due totheir status cannot worship the various Gods and Powers available to otherclasses of being.
Spriggans are small magical creatures distantly related to elves. Theylove to frolic and cast mischievous spells.
Spriggans are small magical creatures distantly related to elves. They love tofrolic and cast mischevious spells.
They are poor fighters, have little physical resilience, and are terrible atdestructive magic - conjurations, summonings, necromancy and elementalspells. On the other hand, they are excellent at other forms of magic andare very good at moving silently and quickly. So great is their speed that aspriggan can keep pace with a centaur.
They are poor fighters, have little physical resilience, and are terrible atdestructive magic - conjurations, summonings, necromancy and elemental spells.On the other hand, they are excellent at other forms of magic and are very goodat moving silently and quickly. So great is their speed that a spriggan canovertake a centaur.
The minotaur is yet another hybrid - a human body with a bovine head. Itdelves into the Dungeon because of its instinctive love of twistingpassageways.
The minotaur is yet another hybrid - a human body with a bovine head. It delvesinto the Dungeon because of its instinctive love of twisting passageways.
Minotaurs are extremely good at all forms of physical combat, but areawful at using any type of magic. They can wear all armour except forsome headgear.
Minotaurs are extremely good at all forms of physical combat, but are awful atusing any type of magic. They can wear all armour except for some headgear.
Demonspawn are horrible half-mortal, half-infernal creatures - the flip sideof the Demigods. Demonspawn can be created in any number of ways: magicalexperiments, breeding, unholy pacts, etc. Although many demonspawn may beindistinguishable from those of pure mortal stock, they often grow horns,scales or other unusual features. Powerful members of this class of beingsalso develop a range of unholy abilities, which are listed as mutations (andcan sometimes be activated with the 'a' command).
Demonspawn are horrible half-mortal, half-infernal creatures - the flip side ofthe Demigods. Demonspawn can be created in any number of ways: magicalexperiments, breeding, unholy pacts, etc. Although many demonspawn may beindistinguishable from those of pure mortal stock, they often grow horns, scalesor other unusual features. Powerful members of this class of beings also developa range of unholy abilities, which are listed as mutations (and can sometimes beactivated with the 'a' command).
Demonspawn advance quite slowly in experience and learn most skills at aboutthe same rate as do Demigods. However, they are a little better at fightingand much better at conjurations, summonings, necromancy and invocations.
Demonspawn advance quite slowly in experience and learn most skills at about thesame rate as do Demigods. However, they are a little better at fighting and muchbetter at conjurations, summonings, necromancy and invocations.
The Kenku are an ancient and feared race of bird-people with a legendarypropensity for violence. Basically humanoid with bird-like heads and clawedfeet, the kenku can wear all types of armour except helmets and boots.Despite their lack of wings, powerful kenku can fly and very powerfulmembers of this race can stay in the air for as long as they wish to do so.
The Kenku are an ancient and feared race of bird-people with a legendarypropensity for violence. Basically humanoid with bird-like heads and clawedfeet, the kenku can wear all types of armour except helmets and boots. Despitetheir lack of wings, powerful kenku can fly and very powerful members of thisrace 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 ofcombat (conjurations, summonings and, to a lesser extent, necromancy). Theyare 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 usinginvocations. Their light avian bodies cannot sustain a great deal of injury.
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 atair and fire elemental magic, but poor at ice and earth magic. Kenku do notappreciate any form of servitude, and so are poor at using invocations. Theirlight avian bodies cannot sustain a great deal of injury.
The Merfolk are a hybrid race of half-human, half-fish that typicallylive in the oceans and rivers and seldom come onto the land. The merfolkaren't as limited on land as some myths suggest, their tails will quicklyreform into legs once they leave the water (and, likewise, their legswill quickly reform into a tail should they ever enter water). Theiragility is often misjudged, and they tend to be surprising nimble onland as well as in the water. Experts at swimming they need not feardrowning as they can quickly slip out of any encumbering armour duringthe transformation into their half-fish form.
The Merfolk are a hybrid race of half-human, half-fish that typically live inthe oceans and rivers and seldom come onto the land. The merfolk aren't aslimited on land as some myths suggest, their tails will quickly reform into legsonce they leave the water (and, likewise, their legs will quickly reform into atail should they ever enter water). Their agility is often misjudged, and theytend to be surprising nimble on land as well as in the water. Experts atswimming they need not fear drowning as they can quickly slip out of anyencumbering armour during the transformation into their half-fish form.
The Merfolk have developed their martial arts strongly on thrustingand grappling, since those are the most efficient ways to fightunderwater. They, therefore, prefer pole-arms and short swords aboveall other weapons, although they can also use longer swords quite well.
The Merfolk have developed their martial arts strongly on thrusting andgrappling, since those are the most efficient ways to fight underwater. They,therefore, prefer polearms and short swords above all other weapons, althoughthey can also use longer swords quite well.
As spellcasters, they tend to be quite good in specific areas. Theirmystical relationship with water makes it easier for them to usedivination, poison, and ice magics... which use water occasionallyas a material component. The legendary water magic of the merfolkwas lost in ancient times, but some of that affinity still remains.The instability of their own morphogenic matrix has made them veryaccomplished transmuters, but most other magics seem foreign to them.
As spellcasters, they tend to be quite good in specific areas. Their mysticalrelationship with water makes it easier for them to use divination, poison, andice magics... which use water occasionally as a material component. Thelegendary water magic of the merfolk was lost in ancient times, but some ofthat affinity still remains. The instability of their own morphogenic matrix hasmade them very accomplished transmuters, but most other magics seem foreign tothem.
Note:Some species have special abilities which can be accessed by the 'a'abilities menu. Some also have physical characteristics which allow themto make extra attacks using the Unarmed Combat skill.
Note: Some species have special abilities which can be accessed by the 'a'----- abilities menu. Some also have physical characteristics which allowthem to make extra attacks using the Unarmed Combat skill.
Fighters start with a decent weapon, a suit of armour and a shield. Theyhave a good general grounding in the arts of fighting.
Fighters start with a decent weapon, a suit of armour and a shield. They have agood general grounding in the arts of fighting.
The Gladiator is trained to fight in the ring, and so is an expert in theart of fighting but is not so good at anything else. In fact, Gladiators arepretty terrible at anything except bashing monsters with heavy things. Theystart with a nasty weapon, a small shield, and armour.
The Gladiator is trained to fight in the ring, and so is an expert in the art offighting but is not so good at anything else. In fact, Gladiators are prettyterrible at anything except bashing monsters with heavy things. They start witha nasty weapon, a small shield, and armour.
Berserkers are hardy warriors who worship Trog the Wrathful, from whom theyget the power to go berserk (as well as a number of other powers should theyprove worthy) but who forbids the use of spell magic. They enter the dungeonwith an axe and a set of leather armour.
Berserkers are hardy warriors who worship Trog the Wrathful, from whom they getthe power to go berserk (as well as a number of other powers should they proveworthy) but who forbids the use of spell magic. They enter the dungeon with anaxe and a set of leather armour.
The Hunter is a type of fighter who specialises in missile weapons. A Hunterstarts with a bow and some arrows, as well as a hunting knife and a set ofleathers.
The Hunter is a type of fighter who specialises in missile weapons. A Hunterstarts with a bow and some arrows, as well as a hunting knife and a set ofleathers.
The Monk is a member of an ascetic order dedicated to the perfection ofone's body and soul through the discipline of the martial arts. Monks startwith very little equipment, but can survive without the weighty weapons andspellbooks needed by other classes.
The Monk is a member of an ascetic order dedicated to the perfection of one'sbody and soul through the discipline of the martial arts. Monks start with verylittle equipment, but can survive without the weighty weapons and spellbooksneeded by other classes.
The Thief is one of the trickiest classes to play. Thieves start out with alarge 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.
The Thief is one of the trickiest classes to play. Thieves start out with alarge variety of useful skills, and need to use all of them to survive. Thievesstart with a short sword, some throwing darts, and light armour.
An Assassin is a thief who is especially good at killing. Assassins are likethieves in most respects, but are more dangerous in combat.
An Assassin is a thief who is especially good at killing. Assassins are likethieves in most respects, but are more dangerous in combat.
The Crusader is a decent fighter who can use the magical art of enchantmentto become more dangerous in battle. Crusaders start out lightly armed andarmoured, but equipped with a book of martial spells.
The Crusader is a decent fighter who can use the magical art of enchantment tobecome more dangerous in battle. Crusaders start out lightly armed and armoured,but equipped with a book of martial spells.
The Death Knight is a fighter who aligns him or herself with the powers ofdeath. There are two types of Death Knights: those who worship and drawtheir abilities from the Demon-God Yredelemnul, and those who study thefearsome arts of necromancy.
The Death Knight is a fighter who aligns him or herself with the powers ofdeath. There are two types of Death Knights: those who worship and draw theirabilities from the Demon-God Yredelemnul, and those who study the fearsome artsof necromancy.
The Chaos Knight is a fighter who chooses to serve one of the fearsome andunpredictable Gods of Chaos. He or she has two choices: Xom or Makhleb.Xom is a very unpredictable (and possibly psychotic) entity who rewardsor punishes according to whim. Makhleb the Destroyer is a more purposefulGod, who appreciates destruction and offers a variety of very violentpowers to the faithful.
The Chaos Knight is a fighter who chooses to serve one of the Gods of Chaos.There are two choices: Xom or Makhleb. Xom is a very unpredictable (and possiblypsychotic) entity who rewards or punishes according to whim. Makhleb theDestroyer is a more purposeful God, who appreciates destruction and offers avariety of very violent powers to the faithful.
The Paladin is a servant of the Shining One, and has many of the abilitiesof the Fighter and the Priest. He or she enters the dungeon with a sword,a shield, a robe, and a healing potion.
The Paladin is a servant of the Shining One, and has many of the abilities ofthe Fighter and the Priest. He or she enters the dungeon with a sword, a shield,a robe, and a healing potion.
Priests serve either Zin, the ancient and revered God of Law, or therather less pleasant Death-God Yredelemnul. Although priests enter thedungeon with a mace (as well as a priestly robe and a few healingpotions), this is purely the result of an archaic tradition the reasonfor which has been lost in the mists of time; Priests are not in any wayrestricted in their choice of weapon skills.
Priests serve either Zin, the ancient and revered God of Law, or the rather lesspleasant 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 theresult of an archaic tradition the reason for which has been lost in the mistsof time; Priests are not in any way restricted in their choice of weapon skills.
The Healer is a priest of Elyvilon. Healers begin with minor healingpowers, but can gain far greater abilities in the long run.
The Healer is a priest of Elyvilon. Healers begin with minor healing powers, butcan gain far greater abilities in the long run.
Magicians: These are not a class, but a type of class. A magician is the bestat using magic. Magicians start with a dagger, a robe, and a book of spellswhich should see them through the first several levels. There are various kindsof magicians.
Magicians: These are not a class, but a type of class, including Wizards,Conjurers, Enchanters, Summoners, Necromancers, various Elementalists, VenomMages, Transmuters and Warpers. A magician is the best at using magic. Magiciansstart with a dagger, a robe, and a book of spells which should see them throughthe first several levels.
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 inmemory.
Wizard:-------A Wizard is a magician who does not specialise in any area of magic. Wizardsstart with a variety of magical skills and the magic dart spell in memory.
Conjurer:---------The Conjurer specialises in the violent and destructive magic ofconjuration spells. Like the Wizard, the Conjurer starts with the magicdart spell.
Conjurer:---------The Conjurer specialises in the violent and destructive magic of conjurationspells. 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 enchantmentsoffer a wide range of very handy effects. The Enchanter begins withlightly enchanted weapons and armour, but no direct damage spell (sinceenchantments does not deal with direct attacks). Instead they beginwith the "confusing touch" spell and some enchanted darts, which shouldhelp them out until they can use the higher level enchantment spells.
Enchanter:----------The Enchanter specialises in the more subtle area of enchantment magic.Although not as directly powerful as conjurations, high-level enchantmentsoffer a wide range of very handy effects. The Enchanter begins with lightlyenchanted weapons and armour, but no direct damage spell (since enchantmentsdoes not deal with direct attacks). Instead they begin with the "confusingtouch" spell and some enchanted darts, which should help them out until theycan use the higher level enchantment spells.
Summoner:---------The Summoner specialises in calling creatures from this and other worldsto give assistance. Although they can at first summon only very wimpycreatures, the more advanced summoning spells allow summoners to call onsuch powers as elementals and demons.
Summoner:---------The Summoner specialises in calling creatures from this and other worlds togive assistance. Although they can at first summon only very wimpy creatures,the more advanced summoning spells allow summoners to call on such powers aselementals and demons.
Necromancer:------------The Necromancer is a magician who specialises in the less pleasant side ofmagic. Necromantic spells are a varied bunch, but many involve some degreeof risk or harm to the caster.
Necromancer:------------The Necromancer is a magician who specialises in the less pleasant side ofmagic. Necromantic spells are a varied bunch, but many involve some degreeof risk or harm to the caster.
Elementalists:--------------Elementalists are magicians who specialise in one of the four types ofelemental magic: air, fire, earth, or ice.
Elementalists:--------------Elementalists are magicians who specialise in one of the four types ofelemental magic: air, fire, earth, or ice.
Venom Mages:------------Venom mages specialise in poison magic, which is extremely useful in theshallower levels of the dungeon where few creatures are immune to it. Poisonis especially effective when used against insects.
Venom Mages:------------Venom mages specialise in poison magic, which is extremely useful in theshallower levels of the dungeon where few creatures are immune to it. Poisonis especially effective when used against insects.
Transmuters:------------Transmuters specialise in transmigrations, and can cause strange changesin themselves and others.
Transmuters:------------Transmuters specialise in transmigrations, and can cause strange changes inthemselves and others.
Warpers:--------Warpers specialise in translocations, and are experts in travelling longdistances and positioning themselves precisely.
Warpers:--------Warpers specialise in translocations, and are experts in travelling longdistances and positioning themselves precisely.
Wanderers are people who have not learned a specific trade. Instead,they've travelled around becoming a "jack-of-all-trades, master of none".They start the game with a large assortment of skills and maybe somesmall items they picked up along the way, but other than that they'repretty much on their own. Non-human wanderers might not even know whichskills they have (since they haven't quite learned enough for one fulllevel), and therefore make for an additional challenge. You shouldn'texpect human wanderers to be easy either, as this class is typicallyharder to play than the other classes.
Wanderers are people who have not learned a specific trade. Instead, they'vetravelled around becoming "Jacks-of-all-trades, master of none". They start thegame with a large assortment of skills and maybe some small items they picked upalong the way, but other than that they're pretty much on their own. Non-humanwanderers might not even know which skills they have (since they haven't quitelearned enough for one full level), and therefore make for an additionalchallenge. You shouldn't expect human wanderers to be easy either, as this classis typically harder to play than the other classes.
Here is a description of the skills you may have:
Here is a description of the skills you may have. You can check your currentskills with the 'm' command, and therein toggle between progress display andaptitude display using '!'. You can also read the table of aptitudes from thehelp menu using '?%'.
Fighting is the basic skill used in hand-to-hand combat, and applies nomatter which weapon your character is wielding (if any). It is also theskill which determines the number of hit points your character gets asthey increase in level (note that this is calculated so that you don't geta long run advantage by starting out with a high fighting skill).
Fighting is the basic skill used in hand-to-hand combat, and applies no matterwhich weapon your character is wielding (if any). It is also the skill whichdetermines the number of hit points your character gets as they increase inlevel (note that this is calculated so that you don't get a long run advantageby starting out with a high fighting skill).
If you are already good at a weapon, say a long sword, and you practisefor a while with similar weapon such as a short sword, your practise willbe speeded up (and will require less experience) until both skills areequal. Similar types of weapons include:
If you are already good at a weapon, say a long sword, and you practise for awhile with similar weapon such as a short sword, your practise will be speededup (and will require less experience) until both skills are equal. Similar typesof weapons include:
Being good at a specific weapon improves the speed with which you can useit by about 10% every two skill levels. Although lighter weapons areeasier to use initially, as they strike quickly and accurately, heavierweapons increase in damage potential very quickly as you improve yourskill with them.
Being good at a specific weapon improves the speed with which you can use it byabout 10% every two skill levels. Although lighter weapons are easier to useinitially, as they strike quickly and accurately, heavier weapons increase indamage potential very quickly as you improve your skill with them.
Unarmed Combat is a special fighting skill. It allows your character tomake a powerful attack when unarmed and also to make special secondaryattacks (and increases the power of those attacks for characters who getthem anyway). You can practise Unarmed Combat by attacking empty-handed,and it is also exercised when you make a secondary attack (a kick, punchetc). Unarmed combat is particularly difficult to use in combination withheavy armour, and characters wearing a shield or wielding a two-handedweapon other than a staff lose the powerful punch attack.
Unarmed Combat is a special fighting skill. It allows your character to make apowerful attack when unarmed and also to make special secondary attacks (andincreases the power of those attacks for characters who get them anyway). Youcan practise Unarmed Combat by attacking empty-handed, and it is also exercisedwhen you make a secondary attack (a kick, punch etc). Unarmed combat isparticularly difficult to use in combination with heavy armour or shields orvery big weapons.
Ranged Combat is the basic skill used when throwing things, and there are anumber of individual weapon skills for missile weapons as well:
Ranged Combat is the basic skill used when throwing or shooting things, andthere are a number of individual weapon skills for missile weapons as well:
Spellcasting is the basic skill for magic use, and affects your reserves ofmagical energy in the same way that Fighting affects your hit points. Everytime you increase your spellcasting skill you gain some magic points andspell levels. Spellcasting is a very difficult skill to learn, and requiresa large amount of practice and experience.
Spellcasting is the basic skill for magic use, and affects your reserves ofmagical energy in the same way that Fighting affects your hit points. Every timeyou increase your spellcasting skill you gain some magic points and spelllevels. Spellcasting is a very difficult skill to learn, and requires a largeamount of practice and experience.
Only those characters with at least one magic skill at level one or abovecan learn magical spells. If your character has no magic skills, he or shecan learn the basic principles of the hermetic arts by reading and recitingthe spells inscribed on magical scrolls (this stops being useful once youreach level one in Spellcasting).
Only those characters with at least one magic skill at level one or above canlearn magical spells. If your character has no magic skills, he or she can learnthe basic principles of the hermetic arts by reading and reciting the spellsinscribed on magical scrolls (this stops being useful once you reach level onein Spellcasting).
There are also individual skills for each different type of magic; thehigher the skill, the more powerful the spell. Multidisciplinary spells usean average of the two or three skills.
There are also individual skills for each different type of magic; the higherthe skill, the more powerful the spell. Multidisciplinary spells use an averageof the two or three skills.
Elemental magic is a special case. When you practise an elemental magicskill (fire, ice, air or earth magic) you will improve much less quicklythan normal if you already have one or more elemental magic skills higherthan 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.
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 normalif you already have one or more elemental magic skills higher than the one youare practising. This is especially true if those skills are 'opposed' to the oneyou're practising: fire and ice are mutually opposed, as are earth and air.
Having a high Armour skill means that you are used to wearing heavy armour,allowing you to move more freely and gain more protection.
Having a high Armour skill means that you are used to wearing heavy armour,allowing you to move more freely and gain more protection. When you look at anarmour's description with the 'v' command, this will in particularly show youhow cumbersome it is. This is measured by the Evasion modifier. Usually, allarmours with EV penalty of 0, -1, or -2 are considered light. All other areconsidered heavy, except for Elven armoury (which is light). Walking andfighting in heavy armour will train the Armour skill.
Helps you avoid being noticed. Try not to wear heavy armour or be encumberedif you want to be stealthy. Big creatures (like trolls and ogres) are bad atstealth.
Helps you avoid being noticed. Try not to wear heavy armour or be encumbered ifyou want to be stealthy. Big creatures (like trolls) are bad at stealth.
Lets you make a very powerful first strike against a sleeping/restingmonster who hasn't noticed you yet. This is most effective with a dagger,slightly less effective with a short sword, and less useful (although byno means of negligible effect) with any other weapon.
Lets you make a very powerful first strike against a sleeping/resting monsterwho hasn't noticed you yet. This is most effective with a dagger, slightly lesseffective with a short sword, and less useful (although by no means ofnegligible effect) with any other weapon.
Affects your ability to notice hidden traps and doors and to disarm trapswhen you find them. With this skill at a high level you will often findhidden things without actively looking for them.
Affects your ability to notice hidden traps and doors and to disarm traps whenyou find them. With this skill at a high level you will often find hidden thingswithout actively looking for them. Also whenever you are searching, the coveredarea gets larger with higher Traps & Doors skill. (Without the skill it onlylooks at the adjacent squares.)
An easy-to-learn skill which affects your ability to call on your God foraid. Those skilled at invoking have reduced fail rates and produce morepowerful effects. The Invocations skill affects your supply of magic in asimilar way to the Spellcasting skill and to a greater extent, but the twoare not cumulative - whichever gives the greater increase is used. SomeGods (such as Trog) do not require followers to learn this skill.
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 powerfuleffects. The Invocations skill affects your supply of magic in a similar way tothe 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 notrequire followers to learn this skill.Evocations----------This skill lets you use wands much more effectively: both in terms of damage aswell as in terms of precision. Furthermore, with high Evocations, you can easilydeduce the number of charges through usage. Similarly, all other items that havecertain powers (like crystal balls) work better for characters trained in thisskill.
Ctrl-O Auto-explore.
Ctrl-O Auto-explore. Setting the option explore_greedy to truemakes Ctrl-O also run to interesting items (those thatget picked up automatically) or piles (checking thecontents). Autoexploration will open doors on its ownexcept if you set easy_open to false.
% Show resistances.
% Show resistances and general character overview, includinghealth, experience, gear, status, mutations, abilities (thelatter three more terse than with the command @, A, a).This is a highly condensed conglomeration of the commands[, (, ", C, ^, @, A, a, usually fitting on one screen.
I Cycle through stashes (if the option stash_tracking isset to all, this cycles through all items and piles).
* Cycle forwards through stashes (if the option stash_trackingis set to all, this cycles through all items and piles)./ Cycles backward through stashes.
Targeting---------Targeting mode is, as the name says, used to select a target. It is activatedwhenever you fire projectiles, zap a wand or cast spells which uses targets.You can also trigger targeting mode manually using 'x' if you want to lookaround you.
Examining surroundings ('x')----------------------------When roaming the dungeon, the surroundings mode is activated by 'x'. It lets youhave a look at items or monsters in line of sight. You may also examine stasheditems outside current view using the options target_oos=true (if using this,check target_los_first).
' or * Cycle objects forward.; or / Cycle objects backward.+ Cycle monsters forward.
? Special help screen.* or ' Cycle objects forward (check the options ....?).>> ' doesn't work!!! And do some options interfere here?/ or ; Cycle objects backward.+ or = Cycle monsters forward.
. or Enter Select target. If in 'x' mode, this will travel to theselected map square.? Describe monster under cursor (also shows weapons,wounding and enchantments).
. or Enter Travel to cursor (also Del).v Describe monster under cursor (also shows weapons,wounding and enchantments of the monster).
Shift-Direction Fire straight in this direction.p or t Fire at previous target (if still in sight).> Fire in cursor direction, but stop at cursor. This canbe useful to avoid damaging pets, or to attacksubmerged water creatures.
Targeting---------Targeting mode is similar to examining surroundings. It is activated wheneveryou fire projectiles, zap a wand or cast spells which uses targets. All of thecommands described for examination of surroundings work, with the exception ofSpace (which fires).Esc Stop targeting.? Special help screen.. or Enter Fire at cursor direction (also Del).! Fires at cursor position, and stops there. This can beuseful to avoid damaging pets, or to attack submergedwater creatures.p or t or f Fire at previous target (if still in sight).
Shift-Direction Fires straight in that direction. This is equivalent topressing the direction key once and then Enter. You cango back to the old targeting mode (allowing straightfiring by pressing just the direction key) using theoption target_unshifted_dirs.