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 game
quickly, read the quick-start guide (quickstart.txt) and learn as you play.
Otherwise, it may be worth your while to read at least part of this file
(although it will probably confuse you somewhat). Read at least the disclaimer
in section L of this document and the licence.txt file, though.
If you have never played Crawl (or a similar game) before, you may want to try
out a tutorial. These are accessed by entering 'T' in the class or species
selection screens. You can choose among three quite popular and rather straight
forward combinations: a strong melee fighter with the additional help
a mighty war god, a Centaur hunter using bow and arrows and a battle magician
of Elven type. The tutorials primarily intend to explain Crawl's interface.
They do not focus on 'optimal' gameplay (also, many experienced players share
different views on the latter). The tutorial has a special help screen viewed
by pressing '?' and ends when you reach the fifth experience level.
Detailed instructions for playing Crawl follow. If you want to get the most
important facts more quickly, read the quick-start guide (quickstart.txt) and
learn as you play. Otherwise, it may be worth your while to read at least part
of this file (although it will probably confuse you somewhat). Read at least the
disclaimer in section L of this document and the licence.txt file, though.
While Dungeon Crawl is a strict single player game, you can play on a server
together with many others. The relevant webpage and telnet address are
www.akrasiac.org
yiff.mit.edu
This has several interesting consequences: you can
o watch other players, and even communicate with them
o replay games from you or others
o meet ghost of other players
o 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 affects
several important characteristics, in particular the speed with which the
different skills are learned. This is very important, and helps to clearly
differentiate the 26 available races. To be complete, the following factors are
species-dependent:
race and class (a full list of all saved games is displayed, which you can
navigate with the cursor Up and Down keys). You can make these two choices in
either order, and randomising (one of) them is possible, as well. Pressing Enter
allows 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 (but
again, the different races' aptitudes for this vary greatly).
Next, some armour affects Stealth in a positive way (all Elven
pieces are notable in this regard), while all heavy armours will
hamper it.
Besides the dungeon you start in, there are many branches in Crawl. All of them
are themed and host opponents of some special sort. It is not mandatory to visit
any particular branch, but you must explore some of them: progress to the Realms
of Zot (where the Orb is located) is only allowed for adventurers who happen to
have at least three magical runes of Zot. Several branch end levels contain such
a 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 move
to 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 to
the 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 away
at some time. Pressing Ctrl-S tells Crawl to consider all items on the square
as a Stash (this is only necessary with the option stash_tracking=explicit;
with the other two values - including stash_trackin =all, the default - manually
declaring stashes is not necessary). You can use the Find command, Ctrl-F, to
search among your stashes; the parser even accepts regular expressions, although
you will mostly just need strings like 'mutation', 'heal wounds' etc. Ctrl-F also
looks at items in shops. A list with all places is presented, where objects
matching the search are (or have been) located; you can then travel there.
Since you can only carry 52 items, you will occassionally want to safely stash
things away. When you want to search for something in your stashes, you can do
this with the Find command (Ctrl-F). The parser even accepts regular
expressions, although you will mostly just need strings like 'mutation', 'heal
wounds' etc. A list with all places is presented, where objects matching the
search are (or have been) located; you can then travel there or examine the
pile. The Find command will also search in shop inventories. Furthermore, you
can search for skills like 'long blades' (this will find all weapons that train
the long blades skill) or general terms like 'artefact'.
The above assumes that you use the default option 'stash_tracking = all'. If for
some reasons (e.g. to speed up performance) the value has been changed, you can
press Ctrl-S to tell Crawl that this square is considered a stash. Ctrl-E will
manually 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 of
keymaps and macros. See macro.txt in the Docs directory. A full list of all
default commands (in the various modes) also appears in appendix X.4.
Crawl's help menu is accessed by pressing '?'. You get the list of all commands
by pressing '?' again. A different, more verbose description of the commands
also appears in appendix 4 of this text. Various other help texts are available
as well, including this manual. You can also read the logbook of your character
from there by pressing ':'.
Note that both level map mode and targeting interface have their own help
screen, to be displayed by presing '?'.
If you don't like the standard keyset (either because some keys do not work
properly, or because you want to decrease the amount of typing necessary),
you can use keymaps and macros. See macro.txt in the Docs directory, or read it
from the in-game help menu.
There are several more feasible methods to kill monsters. Hunters and similarly
oriented characters will prefer ranged combat to mindless bashing. When wielding
some launcher, the 'f' command will fire appropriate missiles. See the section
on Targeting in the Items Chapter for more on this. Likewise, many magicians
will rather want to use spells from a safe distance. They can use 'Z' to cast
spells previously memorised. Again see the Targeting section.
You pick items up with the 'g'et or ',' (comma) command and drop them with
the 'd'rop command. When you are given a prompt like "drop which item?" or
"pick up <x>?", if you type a number before either the letter of the item,
or 'y' or 'n' for yes or no, you will drop or get that quantity of the item.
Picking up items from one square takes always one turn. Dropping several
items in one go takes _more_ turns, so be careful here.
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 type
a number before the letter of the item, you will drop that quantity of the item.
(similarly when picking up). Note that picking up items from one square takes
always one turn. Dropping several items in one go takes _more_ turns, so be
careful here.
Typing 'i' gives you an inventory of what you are carrying. When you are given a
prompt like "Throw [or wield, wear, etc] which item?", you usually get a list of
all available options (this behaviour can be changed with the auto_list option).
You can press '*' in case you want to wield something unusual. When the
inventory screen is showing "-more-", to show you that there is another page of
items, you can type the letter of the item you want instead of Space or Enter.
Typing 'i' gives you an inventory of what you are carrying. When you are
given a prompt like "Throw [or wield, wear, etc] which item?", you can type
the letter of the item, or you can type '?' or '*' to get an inventory list.
'?' lists all appropriate items, while '*' lists all items, appropriate or
not. When the inventory screen is showing "-more-", to show you that there
is another page of items, you can type the letter of the item you want
instead of Space or Enter. You can carry at most 52 items at once, and the
total weight is bounded by your carrying capacity. Both of these are printed
at the top of the inventory screen.
You can carry at most 52 items at once, and the total weight is bounded by your
carrying capacity. Both of these are printed at the top of the inventory screen.
You can use the adjust command (the '=' key) to change the letters to which
your possessions are assigned. This command can be used to change spell
letters as well.
You can use the adjust command (the '=' key) to change the letters to which your
possessions are assigned. This command can be used to change spell letters, too.
Some items can be stickycursed, in which case they weld themselves to your
body when you use them. Such items usually carry some kind of disadvantage:
a weapon or armour may be damaged or negatively enchanted, while rings can
have all manner of unpleasant effects on you. If you are lucky, you might
find magic which can rid you of cursed items.
Some items can be stickycursed, in which case they weld themselves to your body
when you use them. Such items usually carry some kind of disadvantage: a weapon
or armour may be damaged or negatively enchanted, while rings can have all
manner of unpleasant effects on you. If you are lucky, you might find magic
which can rid you of 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 of
their function. However, these characteristics change between each game, so
while in one game every potion of healing may be yellow, in another game
they might all be purple and bubbly. Once you have discovered the function
of such an item, you will remember it for the rest of the current game. You
can access your item discoveries with the '\' key.
Items like scrolls, potions and some other types each have a characteristic,
like a label or a colour, which will let you tell them apart on the basis of
their function. However, these characteristics change between each game, so
while in one game every potion of healing may be yellow, in another game they
might all be purple and bubbly. Once you have discovered the function of such an
item, you will remember it for the rest of the current game. You can access your
item discoveries with the '\' key.
A very useful command is the 'v' key, which gives you a description of what
an item does. This is particularly useful when comparing different types of
weapons, but don't expect too much information from examining unidentified
items.
A very useful command is the 'v' key, which gives you a description of what an
item does. Try this when comparing different types of armours and weapons, but
don't expect too much information from examining unidentified items.
Another useful command is the '{' key which lets you inscribe items with a
comment. You can also inscribe commands; in particular inscribing '=k'
will cause the item to be completely ignored from now on (it can only be
picked up if all items on that square have the '=k' mark). An item with '@w9'
can be wielded with the command 'w9', 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, and
especially auto-inscription, see crawl-options.txt.
Another useful command is the '{' key, which lets you inscribe items with a
comment. You can also inscribe commands; in particular inscribing '=k' will
cause the item to be completely ignored from then on (it can only be picked up
if all items on that square have the '=k' mark). An item with '@w9' can be
wielded with the command 'w9', regardless of its actual item slot (here 'w'ield
could be replaced by any sensible command key, using '*' signifies all keys at
once; and any digit could be substituted for '9'). An item with '!w' demands
confirmation 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 the
dungeon, ranging from small and quick daggers to huge, cumbersome
battle-axes and pole-arms. Each type of weapon does a different amount of
damage, has a different chance of hitting its target, and takes a
different amount of time to swing. You should choose your weapons
carefully; trying to hit a bat with a greatsword is about as clever as
bashing a dragon with a club. For this reason it is wise to have a good
mixture of weapon skills. Skills affect damage, accuracy and speed.
These are rather important. You will find a variety of weapons in the dungeon,
ranging from small and quick daggers to huge, cumbersome battleaxes and
pole-arms. Each type of weapon does a differing amount of damage, has a
different chance of hitting its target, and takes a different amount of time to
swing. There are several weapon skills (press 'm' to show a list of those that
you 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 tell
you how much more effective they are than an unenchanted version. The first
number is the enchantment to-hit, which affects the weapon's accuracy, and the
second is its damage enchantment; weapons which are not enchanted are simply
'+0'. Some weapons also have special magical effects which make them very
effective in certain situations. Some types of hand weapons (especially daggers,
spears and hand axes) are quite effective when thrown.
Weapons can be enchanted; when they are identified, they have values which
tell you how much more effective they are than an unenchanted version. The
first number is the enchantment to-hit, which affects the weapon's
accuracy, and the second is its damage enchantment; weapons which are not
enchanted are simply '+0'. Some weapons also have special magical effects
which make them very effective in certain situations. Some types of hand
weapons (especially daggers, spears and hand axes) are quite effective
when thrown.
You can wield weapons with the 'w' command, which is a very quick action. If for
some reason you want to go bare-handed, type 'w' followed by a hyphen ('-').
Note that weapons are not the only class of item which you can wield.
You can wield weapons with the 'w' command, which is a very quick action.
If for some reason you want to go bare-handed, type 'w' followed by a
hyphen ('-'). Note that weapons are not the only class of item which you
can wield.
The ' (apostrophe) key is a shortcut which automatically wields item a. If item
a is being wielded, it causes you to wield item b instead, if possible. Try
assigning the letter a to your primary weapon, and b to your bow or something
else you need to wield only sometimes. Note that this is just a typing shortcut
and is not functionally different to wielding these items normally.
The ' (apostrophe) key is a shortcut which automatically wields item a. If
item a is being wielded, it causes you to wield item b instead, if possible.
Try assigning the letter a to your primary weapon, and b to your bow or
something else you need to wield only sometimes. Note that this is just a
typing shortcut and is not functionally different to wielding these items
normally.
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 need
ammunition for your sling or bow. Darts are effective when simply thrown;
other kinds of ammunition require you to wield an appropriate device to
inflict worthwhile damage. (Examining a missile launcher with the 'v'
command will tell you what kind of ammunition is uses.) Ammunition has only
one "plus" value, which affects both accuracy and damage. If you have
ammunition suitable for what you are wielding, the 'f' command will choose
the first lot in your inventory, or you can use the 't' command to throw
anything. If you are using the right kind of hand weapon, you will "shoot"
the ammunition, otherwise you "throw" it. At times it also sensible to throw
weapons like spears, daggers, or hand axes.
If you would rather pick off monsters from a safe distance, you will need
ammunition for your sling or bow. Darts are effective when simply thrown;
other kinds of ammunition require you to wield an appropriate device to
inflict worthwhile damage. Ammunition has only one "plus" value, which
affects both accuracy and damage. If you have ammunition suitable for
what you are wielding, the 'f' command will choose the first lot in your
inventory, or you can use the 't' command to throw anything. If you are
using the right kind of hand weapon, you will "shoot" the ammunition,
otherwise you "throw" it. At times it also sensible to throw weapons like
spears, daggers, or hand axes.
The following paragraph describes how to target monsters using your ranged
attack. The same interface is employed for the casting of many spells, and the
zapping of certain wands.
When throwing something, you are asked for a target. You can use Shift
and a direction to throw in that direction (for as far as possible), or
move 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 (you
can also target an empty space if you want). If you press '>' instead of
'.', the missile will stop at that space even if it misses, and if the
target space is water, it may hit anything which might be lurking beneath
the surface (which would otherwise be missed completely). If you target
yourself, you throw whatever it is at yourself (this can be useful when
zapping some wands; see later). Also, if you type 'p' or 't', you will target
your previous target (if still possible).
Targeting:
----------
When throwing something, you are asked for a direction. There are several ways
to tell Crawl which monster to target:
- Typing Shift-direction on your keypad fires straight away in that direction.
- Pressing 'p', 't' or 'f' fires at the previous target (if still possible).
- Pressing '+' or '=' cycles between hostile monsters, starting from the one
closest to you and proceeding to monster farther away; '-' cycles backwards.
Press '.' (period) or Del or Enter or Space to fire at the target. If you
press '!', you also fire, but the spell/missile will stop at the target's
square if it misses. This is the only way to attack submerged creatures.
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 empty
spaces, if you want (this can become useful for spells).
- Simply pressing '.' or Del or Enter at the prompt causes you to target
yourself. This can be useful when zapping certain wands (see below). If the
action looks more like an accident, you will be asked for confirmation.
This is also rather important. When worn, most armour improves your Armour
Class, which decreases the amount of damage you take when something
injures you. Unfortunately the heavier types of armour also hamper your
movement, making it easier for monsters to hit you (i.e., reducing your
evasion score) and making it harder for you to hit monsters. These effects
can be mitigated by a high Armour skill. Wearing heavy armour increases your
chances of miscasting spells, an effect which is also reduced by your Armour
skill.
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 it
easier for monsters to hit you (i.e. reducing your evasion score) and making it
harder for you to hit monsters. These effects can be mitigated by a high Armour
skill. Wearing heavy armour also increases your chances of miscasting spells, an
effect which is not reduced by your Armour skill.
A Shield normally affects neither your AC nor your evasion, but it lets you
block some of the attacks aimed at you and absorbs some of the damage you
would otherwise receive from things like dragon breath and lightning
bolts. Wearing a shield (especially a large shield) makes you less
effective in hand combat. Shields are more effective when you're fighting a
small number of foes than when you're surrounded.
In general, shields come in three sizes: bucklers, shields, and large
shields. All shields can be used with bows and rods, although the penalties
make it rather inadvisable for anything other than a buckler.
A Shield normally affects neither your AC or your evasion, but it lets you block
some of the attacks aimed at you and absorbs some of the damage you would
otherwise receive from things like dragon breath and lightning bolts. Wearing a
shield (especially a large shield) makes you less effective in hand combat.
Shields are more effective when you're fighting a small number of foes than when
you're surrounded. There are three types: bucklers, shields, and large shields.
While it is possible to use bows (or other launchers) and rods together with a
shield, 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 with
the 'a' command.
Some magical armours have special powers. These powers are sometimes
automatic, affecting you whenever you wear the armour, and sometimes must
be activated with the 'a' command.
You can wear armour with the 'W' command, and take it off with the 'T' command.
With '[' you can have a quick look at your current gear.
% Food and Carrion:
-------------------
Food is extremely important. You can find many different kinds of food in the
dungeon. If you don't eat when you get hungry, you will eventually die of
starvation. Fighting, carrying heavy loads, casting spells, and using some
magical items will make you hungry. When you are starving you fight less
effectively as well. You can eat food with the 'e' command.
You 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 are
a Spriggan - these despise meat). Despite the fact that corpses are represented
by the same '%' sign as food, you can't eat them without first cutting them into
pieces with the 'D' command. Being extremely hungry helps as well in gulping
down the raw flesh. Even then, you should choose your homemade food with great
care. In order to dissect a corpse with the 'D' command, you need to have a
proper tool (like a knife or short sword). Cutting off the least bad parts will
take some turns and produce a number of 'chunks' eventually. These can then be
eaten with 'e' command as above. Crawl will automatically switch to an uncursed
butchering tool when you type 'D', and it will also switch back to your previous
weapon in case you didn't get interrupted.
% Food:
-------
This is extremely important. You can find many different kinds of food in
the dungeon. If you don't eat when you get hungry, you will eventually
die of starvation. Fighting, carrying heavy loads, casting spells, and
using some magical items will make you hungry. When you are starving you
fight less effectively as well. You can eat food with the 'e' command.
Some classes are less restricted about selfmade food: Trolls can use their
claws, so do not need a cutting device. Also Trolls, Orcs, Ogres, and Kobolds
care less (in different degrees) about the quality of the corpse. Ogres and
Trolls are happy to have corpse-snacks anytime. This does not apply to Ogre
Mages, as that race separated itself from the brutish traits of their distant
relatives.
Scrolls have many different magical spells inscribed on them, some good
and some bad. One of the most useful scrolls is the scroll of Identify,
which will tell you the function of any item you have in your inventory;
save these up for the more powerful and inscrutable magic items, like
rings. You can read scrolls (and by doing so invoke their magic) with the
'r' command.
Scrolls have many different magical spells enscribed on them, some good and some
bad. One of the most useful scrolls is the scroll of Identify, which will tell
you the function of any item you have in your inventory; save these up for the
more powerful and inscrutable magic items, like rings. You can read scrolls (and
by doing so invoke their magic) with the 'r' command.
While scrolls tend to affect your equipment or your environment, most
potions affect your character in some way. The most common type is the
simple healing potion, which restores some hit points, but there are many
other varieties of potions to be found. Potions can be quaffed (drunk)
with the 'q' command. Try to avoid drinking poisonous potions!
By the way, you can also drink from fountains you encounter in the dungeon.
While scrolls tend to affect your equipment or your environment, most potions
affect your character in some way. The most common type is the simple healing
potion, which restores some hit points and cures many ailments, but there are
many other varieties of potions to be found. Potions can be quaffed (drunk) with
the 'q' command. Try to avoid 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 stored
magical energies. Wands each have a certain amount of charges, and a wand
will cease to function when its charges run out. You must identify a wand
to find out how many uses it has left. Wands are aimed in the same way as
missile weapons, and you can invoke the power of a wand by 'z'apping it.
Sometimes you will be lucky enough to find a stick which contains stored magical
energies. Wands each have a certain amount of charges, and a wand will cease to
function when its charges run out. You must identify a wand to find out how many
uses it has left. Wands are aimed in the same way as missile weapons, and you
can invoke the power of a wand by 'z'apping it. There are a number of beneficial
wands like hasting which can be sensibly targeted at yourself.
Magical rings are among the most useful of the items you will find in the
dungeon, but can also be some of the most hazardous. They transfer various
magical abilities onto their wearer, but powerful rings like rings of
regeneration or invisibility make you hunger very quickly when activated.
You can put on rings with the 'P' command, and remove them by typing 'R'.
You can wear up to two rings simultaneously, one on each hand; which hand
you put a ring on is immaterial to its function. Some rings function
automatically, while others require activation (the 'a' command).
Magical rings are among the most useful of the items you will find in the
dungeon, but can also be some of the most hazardous. They transfer various
magical abilities onto their wearer, but powerful rings like rings of
regeneration or invisibility make you hunger very quickly when activated. Use
the 'P' command to put on rings, and remove them by typing 'R'. You can wear up
to two rings simultaneously, one on each hand; which hand you put a ring on is
immaterial to its function. If you want to put on a rings while both ring
fingers are full, you will be asked which one to remove. Some rings function
automatically, while others require activation (the 'a' command).
Amulets are similar to rings, but have a different range of effects (which tend
to be more subtle). Amulets are worn around the neck, and you can wear only one
at a time.
There are a number of types of magical staves. Some enhance your general
spellcasting ability, while some greatly increase the power of a certain
class of spells (and possibly reduce your effectiveness with others).
Some are spell staves, and hold spells which you can cast without having
to memorise them first, and also without consuming food. You must wield a
staff like a weapon in order to gain from its power, and magical staves
are as effective as +0 quarterstaves in combat. Spell staves can be
Invoked with the 'E' command while you are wielding them.
There are a number of types of magical staves. Some enhance your general
spellcasting ability, while some greatly increase the power of a certain class
of spells (and possibly reduce your effectiveness with others).
Some are spell staves (called 'rods' in the game), and hold spells which you can
cast without having to memorise them first, and also without consuming food. You
must wield a rod like a weapon in order to gain from its power, and magical
staves are as effective as +0 quarterstaves in combat. Rods can be invoked with
the 'E' command while you are wielding them. They have a pool of magical energy
which regenerates rather quickly when you are wielding it (drawing from your own
Magic), 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 a
description of each spell, or memorise spells from it with the 'M' command.
Some books have other special effects, and powerful spellbooks have been
known to punish the attentions of incompetent magicians.
Occasionally you will find manuals of some skill. Reading these will cause
your free experience to go straight into that skill.
Most books contain magical spells which your character may be able to learn. You
can read a book with the 'r' command, which lets you access a description of
each spell, or memorise spells from it with the 'M' command. Use 'Z' to cast
previously memorised spells. For spells demanding a target, the comments on
using missile weapons apply.
% Carrion:
----------
If you manage to kill a monster delicately enough to avoid scattering bits
of it around the room, it may leave a corpse behind for you to play with.
Despite the fact that corpses are represented by the same '%' sign as
food, you can't eat them without first cutting them into pieces with the
'D' command, and being extremely hungry helps as well. Even then, you
should choose your homemade food with great care.
Some classes are less restricted about self-made food: Trolls can use their
claws, so do not need a cutting device. Also Trolls, Orcs, Ogres, and Kobolds
care less (in different degrees) about the quality of the corpse. Ogres and
Trolls are happy to have corpse-snacks anytime. This does not apply to Ogre
Mages, as that race separated itself from the brutish traits of their distant
relatives.
Some books have other special effects, and powerful spellbooks have been known
to punish the attentions of incompetent magicians. Occasionally you will find
manuals of some skill. Reading these will cause your free experience to go
straight into that skill.
These are items which don't fall into any other category. You can use many
of them by wielding and 'E'voking them. You can also use some other
special items (such as some weapons) by invoking them in this way.
These are items which don't fall into any other category. You can use many of
them by wielding and 'E'voking them. You can also use some other special items
(such as some weapons) by invoking them in this way. Particular items in this
class are runes. These have no functions whatsoever, except being keys which
open the endgame. You have to collect at least three of them.
Some items have been crafted by members of a gifted race, and have special
properties. In addition, items made by a specific race work better in the
hands of people of that race.
Some items have been crafted by members of a gifted race, and have special
properties. In addition, items made by a specific race work better in the hands
of people of that race.
Elven armour is unusually light, and does not affect the dodging or stealth
of its wearer to the extent that other armours do. Elven cloaks and boots
are particularly useful to those who wish to be stealthy, and elven bows are
particularly effective in conjunction with elven arrows.
Elven armour is unusually light, and does not affect the dodging or stealth of
its wearer to the extent that other armours do. Elven cloaks and boots are
particularly useful to those who wish to be stealthy, and elven bows are
particularly effective in conjunction with elven arrows.
Centaurs and Nagas have uniquely shaped bodies. With luck, however, a
character of these species might find a Centaur or Naga barding.
Centaurs and Nagas have uniquely shaped bodies. With luck, however, a character
of 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 three
areas. Being good in the areas of a spell will improve the casting chance and in
many 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 to
three areas. Being good in the areas of a spell will improve the casting chance
and in many cases the effect as well.
Spells are stored in books, which you will occasionally find in the dungeon.
You can read books with 'r' to look what spells they contain. In order to try to
memorise a certain spell, use the 'M' command. Memorising can take a while. Each
spell has a Level, which denotes the amount of skill required to use it as well
as indicating how powerful it may be. You can only memorise a certain number of
levels of spells; type 'M' to find out how many. When you gain experience
levels, you can memorise more, and you will need to save up for several levels
to memorise the more powerful spells. When you cast a spell, you temporarily
expend some of your magical energy as well as becoming hungrier (although more
powerful spellcasters hunger less quickly from using magic).
Spells are stored in books, which you will occasionally find in the dungeon. You
can read books with 'r' to check what spells they contain; furthermore, you can
read the individual spells' desriptions. In order to try to memorise a certain
spell, use the 'M' command. Memorising can take a while. Each spell has a Level,
which denotes the amount of skill required to use it as well as indicating how
powerful it may be. You can only memorise a certain number of levels of spells;
type 'M' to find out how many. When you gain experience levels or advance the
Spellcasting skill, you can memorise more, and you will need to save up for
several levels to memorise the more powerful spells. When you cast a spell, you
temporarily expend some of your magical energy as well as becoming hungrier
(although more intelligent spellcasters hunger less quickly from using magic).
the same way as throwing projectiles: chose a direction to fire straight, or
chose a monster with the '+' or '-' keys and press '.' (or Enter) to fire;
finally you can manually target by pressing '*'. See appendix X.4 for a list of
all commands while targeting.
the same way as throwing projectiles: choose a target with the '+' or '-' keys
or just move the cursor there manually and press '.' (or Enter or Space or Del)
to fire; or press Shift-direction to shoot straight away in that direction.
Press '?' for targeting help or see appendix 4 for a list of all commands.
There is a completely different way to the usage of spells: via rods. These
are magical staves holding a number of spells. Rods store a certain number
of magic points, which are used for powering the spells they contain; when
not 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 are
magical staves holding a number of spells. Rods store a certain number of magic
points, which are used for powering the spells they contain; when not fully
charged, they regenerate magic points from their holder's pool (this happens
much more quickly if the rod is wielded.) You can spend scrolls of recharging on
rods in order to increase the maximal size of their magical reservoir. The
effectiveness 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 priests
Yredelemnul priests of death, and death knights
The Shining One paladins
Trog berserker
Xom chaos knights
Makhleb chaos knights
Elyvilon 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 speed
of 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 innate
feature gets amplified by an ordinary mutation, it is displayed in a light blue
colour.
You can set up key maps and macros in-game with the ~ key, including saving
them 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 for
saving all current key bindings and macros. Alternatively, you can directly edit
the macros.txt file. For more information on both and for examples, see the
crawl_macros.txt.
Crawl supports over 100 options which allows for great flexibility in the
interface. They are fully documented in the file crawl_options.txt.
The options themselves are set in the file ~/.crawlrc (for UNIX systems) or
init.txt (for Windows).
Crawl supports a large number of options, which allows for great flexibility in
the interface. They are fully documented in the file crawl_options.txt. The
options themselves are set in the file ~/.crawlrc (for UNIX systems - copy over
init.txt to ~/.crawlrc) or init.txt (for Windows).
Generally, Crawl should run swiftly on all machines (it compiles out of the box
for Linux, Windows, OS/X, and to some lesser extent DOS and Unix). If, for some
reason, you find Crawl runs unacceptably slowly on your machine, there are a few
measures 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 a
nutshell, prime mainstays of Crawl development are the following, most of which
are explained in more detail below. Note that almost of all of these date back
to Linley's first versions.
o avoidance of grinding (a.k.a. scumming)
o in particular, permalevels, shops won't buy, food clock
o clarity, i.e. playability without access to spoilers
>> o consistency
o class/race differentiation using skills and aptitudes
o killing no-brainers (well, we try), in particular, no permanent intrinsics
o replayability (using branches, extended endgames, different styles, and gods)
o out of depth monsters
o gameplay supporting interface _and_ newbie support
One basic design principle is avoidance of grinding (also known as scumming).
These are activities that have low risk, take a lot of time, and bring some
reward. This is bad for a game's design, because it encourages players to bore
themselves. We try to avoid this!
One basic design principle is avoidance of grinding. This explains why shops
don't buy: otherwise players would hoover the dungeon for items to sell. Of
course, there are gods accepting all kinds of sacrifices (and thus altar
grinding) but there are generally better ways to increase piety there. Another
instance: there's no infinite commodity available: food, monster and item
generation is generally not enough to support infinite play. Not messing with
lighting also falls into this category.
This explains why shops don't buy: otherwise players would hoover the dungeon
for items to sell. Of course, there are gods accepting all kinds of sacrifices
(and thus altar hoovering) but there are generally better ways to increase piety
there. Another instance: there's no infinite commodity available: food, monster
and item generation is generally not enough to support infinite play. Not
messing with lighting also falls into this category: there might be a benefit to
mood when players have to carry candles/torches, but we don't see any gameplay
benefit as yet. The deep tactical gameplay Crawl aims for necessitates permanent
dungeon levels. Many a time characters have to choose between descending or
battling. While carefulness is a virtue in Crawl, as it is in many other
roguelikes, 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 in
similar games.
not true for everything, Crawl definitelyy is winnable without spoiler access.
Concerning important, but hidden details (i.e. facts subject to spoilers) our
policy is this: the joy of discovering something spoily is nice, once. (And
disappears before it can start if you feel you need to/must read spoilers - a
legitimate feeling.) The joy of dealing with ever-changing, unexpected, and
challenging strategic and tactical situations that arise out of transparent
rules, on the other hand, is nice again and again.
>> 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 for
this are the resistances: there are very few permanent sources, most involve a
choice (like rings or specific armour) or are only semi-permanent (like
mutations). Another example is the absence of guaranteed wishes (even scrolls of
acquirement produce random items in general) or sure-fire means of life saving
(the closest equivalent are controlled blinks).
A very important point in Crawl is steering away from nobrainers. Speaking about
games in general, wherever there's a no-brainer, that means the development team
put a lot of effort into providing a "choice" that's really not an interesting
choice at all. And that's a horrible lost opportunity for fun.
Examples for this are the resistances: there are very few permanent sources,
most involve a choice (like rings or specific armour) or are only semi-permanent
(like mutations). Another example is the absence of clearcut best items, which
comes from the fact that most artifacts are randomly generated. Furthermore,
even fixed artifacts cannot be wished for, as scrolls of acquirement produce
random items in general. Likewise, there are no sure-fire means of life saving
(the closest equivalent are controlled blinks, and good religious standings for
some deities).
Concerning replayability again, Crawl's dungeon layout was also constructed with
this in mind: even veteran players will find the Hells exciting (which
themselves are construed such that life endangering situations can always pop up
- this tries to avoid the walking tank phenomenon). Another strong point is the
religous system, because Crawl allows you to choose gods in the game, regardless
of class or race (and even to switch to other gods). Likewise, there are many
fundamentally different playing styles to discover (melee oriented fighter,
stabber, etc.). There have been even deliberate design choices that allow
meta-styles: For example, Mummies do not need to eat and so are principally
suited for a infinite play. On the precise opposite end, players who prefer to
be rewarded for accepting a more severe "clock" can play Demigods with their
near-godly stats, or centaurs, with amazing missile skills and the speed to take
advantage of them. Draconians, on the other hand, reveal their adult form
(including aptitudes, and sometimes resistances) only at level 7. These are a
deviation from the usual rule that after choosing a race, the complete future of
that character lies in the hand of the player. Nearly every race in the game
"offers" a style of its own like the above! Sadly, however, at present some do
so far less than others.
The branch system of Crawl is devised with replayability in mind: even veteran
players will find the Hells exciting (which themselves are construed such that
life endangering situations can always pop up - this tries to avoid the walking
tank phenomenon occurring in many games), and the Tomb is particularly easy only
for special playing styles.
From time to time a discussion about Crawl's unfair OOD (out of depth) monsters
turns up, like a dragon on the second dungeon level. These are not bugs! They
serve as motivation, first of all: in many cases, such a situation can be
survived somehow and the mental bond to the character will then surely grow. OOD
monsters also help to keep more experienced players on their toes. The same can
be 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. While
carefulness is a virtue in Crawl as it is in many other roguelikes, there are
strong forces driving characters deeper.
Finally, the interface of Crawl is designed to be understood at a glance and to
support gameplay as far as possible. In particular, it should make tedious
activities (like making notes of important stashed items, or doing long travels)
less tedious. This is how interlevel travel, autoexplore, the stash tracker, the
dump file, inscriptions, and macros got into the game.
Finally, there are deliberate choices that allow different playing styles. For
example, Mummies do not need to eat and so are principally suited for infinite
play. Draconians, on the other hand, develop their final form (including
aptitudes, and sometimes resistances) only at level 7. These are a deviation
from the usual rule that after choosing a race, the complete future of that
character lies in the hand of the player.
Still, we make a lot of effort to care for new players (who naturally have no
access to most of these utilities). In particular, all information should be
clearly available and documented in-game. We hope to have that achieved this, at
least 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 to
players: humans can be of any class. Humans advance quickly in levels and
have equal abilities in all skills.
Humans tend to be hardworking and industrious, and learn new things quickly. The
human race is the most versatile of all the species available to players: humans
can be of any class. Humans advance quickly in levels and have equal abilities
in all skills.
There are a number of distinct races of elf in the world. Elves are all
physically slight but long-lived people, quicker-witted than humans but
sometimes slower to learn new things. Elves are especially good at using
those skills which require a degree of finesse, such as stealth, sword-
fighting and archery, but tend to be poor at using brute force and inelegant
forms of combat. They find heavy armour uncomfortable, and make the finest,
lightest armours to be found anywhere. Elves are particularly good at using
elven weapons.
There are a number of distinct races of elf. Elves are all physically slight but
long-lived people, quicker-witted than humans but sometimes slower to learn new
things. Elves are especially good at using those skills which require a degree
of finesse, such as stealth, sword-fighting and archery, but tend to be poor at
using brute force and inelegant forms of combat. They find heavy armour to be
uncomfortable, and make the finest, lightest armours to be found anywhere. Elves
are particularly good at using elven weapons.
Due to their fey natures, all elves are good at using enchantments and air
elemental magic and most are poor at invoking the powers of earth and death
(necromancy).
Due to their fey natures, all elves are good at using enchantments and air
elemental magic and most are poor at invoking the powers of earth and death
(necromancy).
Dwarves are short, hardy people. They love to fight, and often venture forth
from their subterranean cities to seek fame and fortune through battle.
Their armour and weapons are very well-crafted and much more durable than
the products of lesser artisans. Dwarves are particularly dangerous when
using dwarven weaponry.
Dwarves are short, hardy people. They love to fight, and often venture forth
from their subterranean cities to seek fame and fortune through battle. Their
armour and weapons are very well-crafted and much more durable than the products
of lesser artisans. Dwarves are particularly dangerous when using dwarven
weaponry.
and are good at using armour and shields, but are poor at missile combat or
at 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 at
using pole-arms (which are usually too big for them to wield comfortably).
mountains. They advance slightly more quickly than hill dwarves and are
almost as robust while having similar aptitudes, but are slightly worse at
fighting while being slightly better at more civilised pursuits.
mountains. They advance slightly more quickly than hill dwarves and are almost
as robust while having similar aptitudes, but are slightly worse at fighting
while being slightly better at more civilised pursuits.
Halflings, who are named for being about half the size of a human, live in
small villages. They live simple lives, and have simple interests. Some
times a particularly restless halfling will leave his or her village in
search of adventure.
Halflings, who are named for being about half the size of a human, live in small
villages. They live simple lives, and have simple interests. Some times a
particularly restless halfling will leave his or her village in search of
adventure.
Halflings are very small and are among the least robust of any character
species. Although only average at most fighting skills, they can use short
blades well and are good at all forms of missile combat. They are also very
stealthy and good at dodging and stabbing, but are poor at magic (except
enchantments and, for some reason, translocations). They advance in levels
as rapidly as humans. Halflings cannot wield large weapons.
Halflings are very small and are among the least robust of any character
species. Although only average at most fighting skills, they can use short
blades well and are good at all forms of missile combat. They are also very
stealthy and good at dodging and stabbing, but are poor at magic (except
enchantments and, for some reason, translocations). They advance in levels as
rapidly as humans. Halflings cannot wield large weapons.
Gnomes are an underground-dwelling race of creatures, related to the
dwarves but even more closely in touch with the earth.
Gnomes are an underground-dwelling race of creatures, related to the dwarves but
even more closely in touch with the earth.
They are quite small, and share many of their characteristics with
halflings (except for the great agility), although they advance slightly
more slowly in experience levels. They are okay at most skills, but
excellent at earth elemental magic and very poor at air magic.
They are quite small, and share many of their characteristics with halflings
(except for the great agility), although they advance slightly more slowly in
experience levels. They are okay at most skills, but excellent at earth
elemental magic and very poor at air magic.
Occasionally they can use their empathy with the earth to sense their
surroundings; this ability increases in power as they gain experience
levels.
Occasionally they can use their empathy with the earth to sense their
surroundings; this ability increases in power as they gain experience levels.
Hill orcs are orcs from the upper world who, jealous of the riches which
their cousins the cave orcs possess below the ground, descend in search of
plunder and adventure.
Hill orcs are orcs from the upper world who, jealous of the riches which their
cousins the cave orcs possess below the ground, descend in search of plunder and
adventure.
Hill orcs are as robust as the hill dwarves, but have very low reserves of
magical energy. Their forte is brute-force fighting, and they are skilled at
using most hand weapons (with the exception of short blades, at which they
are only fair), although they are not particularly good at using missile
weapons. They prefer to use their own weapons. Orcs are poor at using most
types of magic with the exception of conjurations, necromancy, and earth and
fire elemental magic. They advance as quickly as humans.
Hill orcs are as robust as the hill dwarves, but have very low reserves of
magical energy. Their forte is brute-force fighting, and they are skilled at
using most hand weapons (with the exception of short blades, at which they are
only fair), although they are not particularly good at using missile weapons.
They prefer to use their own weapons. Orcs are poor at using most types of magic
with the exception of conjurations, necromancy, and earth and fire elemental
magic. They advance as quickly as humans.
Kobolds are small, ugly creatures with few redeeming features. They are not
the sort of people you would want to spend much time with, unless you happen
to be a kobold yourself.
Kobolds are small, ugly creatures with few redeeming features. They are not the
sort of people you would want to spend much time with, unless you happen to be a
kobold yourself.
They have poor abilities and have similar aptitudes to halflings, without
the excellent agility. However, they are better than halflings at using
some types of magic, particularly summonings and necromancy. They often
live as scavengers, surviving on carrion, but are carnivorous and can
only eat meat. They advance in levels as quickly as humans.
They have poor abilities and have similar aptitudes to halflings, without the
excellent agility. However, they are better than halflings at using some types
of magic, particularly summonings and necromancy. They often live as scavengers,
surviving on carrion (which they can eat even when not hungry), but are
carnivorous 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 to
poisons, negative energy and torment, have little warmth left to be affected
by cold, and are not susceptible to mutations.
As creatures brought back from beyond the grave they are naturally immune to
poisons, negative energy and torment, have little warmth left to be affected
by cold, and are not susceptible to mutations.
They aren't very good at doing most things, although they make decent
fighters and, due to their contact with the grave, can use ice, earth and
death magic without too many difficulties.
They aren't very good at doing most things, although they make decent fighters
and, due to their contact with the grave, can use ice, earth and death magic
without too many difficulties.
They are reasonably good at most things and advance in experience levels at
a decent rate. They are naturally immune to poisons, can see invisible
creatures, and have tough skin, but their tails are relatively slow and
cannot move them around as quickly as can other creatures' legs (this only
affects their movement rate; all other actions are at normal speed). Their
body shape also prevents them from gaining full protection from most armour.
Their biggest forte is stealth: Nagas are very good at moving unnoticed.
They are reasonably good at most things and advance in experience levels at a
decent rate. They are naturally immune to poisons, can see invisible creatures,
and have tough skin, but their tails are relatively slow and cannot move them
around as quickly as can other creatures' legs (this only affects their movement
rate; all other actions are at normal speed). Their body shape also prevents
them from gaining full protection from most armour. A Naga's biggest forte is
stealth: Nagas are very good at moving unnoticed.
Every now and then, a naga can spit poison; the range, accuracy and damage
of this poison increases with the naga's experience level.
Every now and then, a naga can spit poison; the range, accuracy and damage of
this poison increases with the naga's experience level.
Ogres are huge, chunky creatures related to orcs. They are terrible monsters
who usually live to do nothing more than smash, smash, smash, and destroy.
Ogres are huge, chunky creatures related to orcs. They are terrible monsters who
usually live to do nothing more than smash, smash, smash, and destroy.
They have great physical strength, but are bad at almost everything except
fighting and learn quite slowly. Because of their large size they can only
wear loose robes, cloaks and animal skins. Although ogres can eat almost
anything, their size means that they need to do so more frequently than
smaller folk.
They have great physical strength, but are bad at almost everything except
fighting and learn quite slowly. Because of their large size they can only wear
loose robes, cloaks and animal skins. Although ogres can eat almost anything,
their size means that they need to do so more frequently than smaller folk.
Ogre-mages are a separate race of ogres who are unique among the beefier
species in their ability to use magic, especially enchantments. Although
slighter than their common ogre relatives they nevertheless have great
strength and can survive a lot of punishment. They advance in level as
slowly as high elves. In contrast to their common Ogre cousins, Ogre Mages
have lost the abilities to digest corpses when not hungry.
Ogre-mages are a separate race of ogres who are unique among the beefier species
in their ability to use magic, especially enchantments. Although slighter than
their common ogre relatives they nevertheless have great strength and can
survive a lot of punishment. They advance in level as slowly as high elves. In
contrast to their Ogre cousins, Ogre Mages have lost the abilities to digest
corpses when not hungry.
Trolls are like ogres, but even nastier. They have thick, knobbly skins of
any colour from putrid green to mucky brown and their mouths are full of
ichor-dripping fangs.
Trolls are like ogres, but even nastier. They have thick, knobbly skins of any
colour from putrid green to mucky brown and their mouths are full of
ichor-dripping fangs.
They can rip creatures apart with their claws, and regenerate very quickly
from even the most terrible wounds. They learn very slowly indeed - even
more slowly than high elves - and need a great amount of food to survive.
They can rip creatures apart with their claws, and regenerate very quickly from
even the most terrible wounds. They learn very slowly indeed - even more slowly
than high elves - and need a great amount of food to survive.
Draconians are a race of human-dragon hybrids: humanoid in form and
approximately human-sized, with wings, tails and scaly skins. Draconians
start out in an immature form with brown scales, but as they grow in
power they take on a variety of colours. This happens at an early stage in
their career, and the colour is determined by chromosomes, not by behaviour.
Draconians are human-dragon hybrids: humanoid in form and approximately
human-sized, with wings, tails and scaly skins. Draconians start out in an
immature form with brown scales, but as they grow in power they take on a
variety of colours. This happens at an early stage in their career, and the
colour is determined by chromosomes, not by behaviour.
Some types of draconians have breath weapons or special resistances. Draconians
advance very slowly in level, but are reasonably good at all skills but armour
(most types of which they cannot wear) and missile weapons. Still, each colour
has its own strengths and some have complementary weaknesses, which sometimes
requires a bit of flexibility.
Red Draconians feel at home in fiery surroundings. They're bad with ice magic
but very proficient with fire.
White Draconians stem from frost-bitten lands, and are naturally resistant to
frost. They are versed with ice magic, but bad at fire.
Green Draconians are used to venomenous surroundings. They are especially
good in the arts of poison but without deficiencies in other magic realms.
Yellow Draconians have sulphuritic odem. Contrary to other Draconians, they
need no time to gain back their breath. They are acid resistant, too.
Grey Draconians have no particular weaknesses or strengths when it comes to
learning and they also get no breath weapon. But their scales become
particularly hard over time, they gain more HP, and they grow a spiked
tail, making them particularly fit for battle.
Black Draconians command lightning bolts and are naturally insulated. They are
good 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 all
skills but armour (most types of which they cannot wear) and missile weapons.
Still, each colour has its own strengths and some have complementary
weaknesses, which sometimes requires a bit of flexibility.
Mottled Draconians are somewhat in touch with fire, yet not weak at ice. Their
breath consists of special sticky fire, thus burning the target.
Purple Draconians are highly adapted to all spellcasting in general, and to
Enchantments in particular. They are a bit better at invoking things than
most 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 any
restrictions otherwise. They breath steam and have, like their Purple
cousins, a slight advantage at Evocations.
The Centaurs are another race of hybrid creatures: horses with a human
torso. 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 excellent
with bows and other missile weapons; they are also reasonable at the
Fighting skill while being slow learners at specific weapon skills. They
advance quite slowly in experience level and are rather sub-average at
using magic. Due to their large bulk, they need a little extra food to
survive.
Centaurs can move very quickly on their four legs, and are excellent with bows
and other missile weapons; they are also reasonable at the Fighting skill while
being slow learners at specific weapon skills. They advance quite slowly in
experience level and are rather sub-average at using magic. Due to their large
bulk, they need a little extra food to survive.
Demigods are mortals (humans, orcs or elves, for example) with some divine
or angelic ancestry, however distant; they can be created by a number of
processes including magical experiments and the time-honoured practice of
interplanar miscegenation.
Demigods are mortals (humans, orcs or elves, for example) with some divine or
angelic ancestry, however distant; they can be created by a number of processes
including magical experiments and the time-honoured practice of interplanar
miscegenation.
Demigods look more or less like members of their mortal part's race, but
have excellent attributes (strength, int, dex) and are extremely robust; they
can also draw on great supplies of magical energy. On the downside they
advance very slowly in experience, gain skills slightly less quickly than
humans, and due to their status cannot worship the various Gods and Powers
available to other classes of being.
Demigods look more or less like members of their mortal part's race, but have
excellent attributes (strength, int, dex) and are extremely robust; they can
also draw on great supplies of magical energy. On the downside they advance very
slowly in experience, gain skills slightly less quickly than humans, and due to
their status cannot worship the various Gods and Powers available to other
classes of being.
Spriggans are small magical creatures distantly related to elves. They
love to frolic and cast mischievous spells.
Spriggans are small magical creatures distantly related to elves. They love to
frolic and cast mischevious spells.
They are poor fighters, have little physical resilience, and are terrible at
destructive magic - conjurations, summonings, necromancy and elemental
spells. On the other hand, they are excellent at other forms of magic and
are very good at moving silently and quickly. So great is their speed that a
spriggan can keep pace with a centaur.
They are poor fighters, have little physical resilience, and are terrible at
destructive magic - conjurations, summonings, necromancy and elemental spells.
On the other hand, they are excellent at other forms of magic and are very good
at moving silently and quickly. So great is their speed that a spriggan can
overtake a centaur.
The minotaur is yet another hybrid - a human body with a bovine head. It
delves into the Dungeon because of its instinctive love of twisting
passageways.
The minotaur is yet another hybrid - a human body with a bovine head. It delves
into the Dungeon because of its instinctive love of twisting passageways.
Minotaurs are extremely good at all forms of physical combat, but are
awful at using any type of magic. They can wear all armour except for
some headgear.
Minotaurs are extremely good at all forms of physical combat, but are awful at
using any type of magic. They can wear all armour except for some headgear.
Demonspawn are horrible half-mortal, half-infernal creatures - the flip side
of the Demigods. Demonspawn can be created in any number of ways: magical
experiments, breeding, unholy pacts, etc. Although many demonspawn may be
indistinguishable from those of pure mortal stock, they often grow horns,
scales or other unusual features. Powerful members of this class of beings
also develop a range of unholy abilities, which are listed as mutations (and
can sometimes be activated with the 'a' command).
Demonspawn are horrible half-mortal, half-infernal creatures - the flip side of
the Demigods. Demonspawn can be created in any number of ways: magical
experiments, breeding, unholy pacts, etc. Although many demonspawn may be
indistinguishable from those of pure mortal stock, they often grow horns, scales
or other unusual features. Powerful members of this class of beings also develop
a range of unholy abilities, which are listed as mutations (and can sometimes be
activated with the 'a' command).
Demonspawn advance quite slowly in experience and learn most skills at about
the same rate as do Demigods. However, they are a little better at fighting
and much better at conjurations, summonings, necromancy and invocations.
Demonspawn advance quite slowly in experience and learn most skills at about the
same rate as do Demigods. However, they are a little better at fighting and much
better at conjurations, summonings, necromancy and invocations.
The Kenku are an ancient and feared race of bird-people with a legendary
propensity for violence. Basically humanoid with bird-like heads and clawed
feet, the kenku can wear all types of armour except helmets and boots.
Despite their lack of wings, powerful kenku can fly and very powerful
members of this race can stay in the air for as long as they wish to do so.
The Kenku are an ancient and feared race of bird-people with a legendary
propensity for violence. Basically humanoid with bird-like heads and clawed
feet, the kenku can wear all types of armour except helmets and boots. Despite
their lack of wings, powerful kenku can fly and very powerful members of this
race can stay in the air for as long as they wish to do so.
They are experts at all forms of fighting, including the magical arts of
combat (conjurations, summonings and, to a lesser extent, necromancy). They
are good at air and fire elemental magic, but poor at ice and earth magic.
Kenku do not appreciate any form of servitude, and so are poor at using
invocations. Their light avian bodies cannot sustain a great deal of injury.
They are experts at all forms of fighting, including the magical arts of combat
(conjurations, summonings and, to a lesser extent, necromancy). They are good at
air and fire elemental magic, but poor at ice and earth magic. Kenku do not
appreciate any form of servitude, and so are poor at using invocations. Their
light avian bodies cannot sustain a great deal of injury.
The Merfolk are a hybrid race of half-human, half-fish that typically
live in the oceans and rivers and seldom come onto the land. The merfolk
aren't as limited on land as some myths suggest, their tails will quickly
reform into legs once they leave the water (and, likewise, their legs
will quickly reform into a tail should they ever enter water). Their
agility is often misjudged, and they tend to be surprising nimble on
land as well as in the water. Experts at swimming they need not fear
drowning as they can quickly slip out of any encumbering armour during
the transformation into their half-fish form.
The Merfolk are a hybrid race of half-human, half-fish that typically live in
the oceans and rivers and seldom come onto the land. The merfolk aren't as
limited on land as some myths suggest, their tails will quickly reform into legs
once they leave the water (and, likewise, their legs will quickly reform into a
tail should they ever enter water). Their agility is often misjudged, and they
tend to be surprising nimble on land as well as in the water. Experts at
swimming they need not fear drowning as they can quickly slip out of any
encumbering armour during the transformation into their half-fish form.
The Merfolk have developed their martial arts strongly on thrusting
and grappling, since those are the most efficient ways to fight
underwater. They, therefore, prefer pole-arms and short swords above
all other weapons, although they can also use longer swords quite well.
The Merfolk have developed their martial arts strongly on thrusting and
grappling, since those are the most efficient ways to fight underwater. They,
therefore, prefer polearms and short swords above all other weapons, although
they can also use longer swords quite well.
As spellcasters, they tend to be quite good in specific areas. Their
mystical relationship with water makes it easier for them to use
divination, poison, and ice magics... which use water occasionally
as a material component. The legendary water magic of the merfolk
was lost in ancient times, but some of that affinity still remains.
The instability of their own morphogenic matrix has made them very
accomplished transmuters, but most other magics seem foreign to them.
As spellcasters, they tend to be quite good in specific areas. Their mystical
relationship with water makes it easier for them to use divination, poison, and
ice magics... which use water occasionally as a material component. The
legendary water magic of the merfolk was lost in ancient times, but some of
that affinity still remains. The instability of their own morphogenic matrix has
made them very accomplished transmuters, but most other magics seem foreign to
them.
Note:
Some species have special abilities which can be accessed by the 'a'
abilities menu. Some also have physical characteristics which allow them
to make extra attacks using the Unarmed Combat skill.
Note: Some species have special abilities which can be accessed by the 'a'
----- abilities menu. Some also have physical characteristics which allow
them to make extra attacks using the Unarmed Combat skill.
Fighters start with a decent weapon, a suit of armour and a shield. They
have a good general grounding in the arts of fighting.
Fighters start with a decent weapon, a suit of armour and a shield. They have a
good general grounding in the arts of fighting.
The Gladiator is trained to fight in the ring, and so is an expert in the
art of fighting but is not so good at anything else. In fact, Gladiators are
pretty terrible at anything except bashing monsters with heavy things. They
start with a nasty weapon, a small shield, and armour.
The Gladiator is trained to fight in the ring, and so is an expert in the art of
fighting but is not so good at anything else. In fact, Gladiators are pretty
terrible at anything except bashing monsters with heavy things. They start with
a nasty weapon, a small shield, and armour.
Berserkers are hardy warriors who worship Trog the Wrathful, from whom they
get the power to go berserk (as well as a number of other powers should they
prove worthy) but who forbids the use of spell magic. They enter the dungeon
with an axe and a set of leather armour.
Berserkers are hardy warriors who worship Trog the Wrathful, from whom they get
the power to go berserk (as well as a number of other powers should they prove
worthy) but who forbids the use of spell magic. They enter the dungeon with an
axe and a set of leather armour.
The Hunter is a type of fighter who specialises in missile weapons. A Hunter
starts with a bow and some arrows, as well as a hunting knife and a set of
leathers.
The Hunter is a type of fighter who specialises in missile weapons. A Hunter
starts with a bow and some arrows, as well as a hunting knife and a set of
leathers.
The Monk is a member of an ascetic order dedicated to the perfection of
one's body and soul through the discipline of the martial arts. Monks start
with very little equipment, but can survive without the weighty weapons and
spellbooks needed by other classes.
The Monk is a member of an ascetic order dedicated to the perfection of one's
body and soul through the discipline of the martial arts. Monks start with very
little equipment, but can survive without the weighty weapons and spellbooks
needed by other classes.
The Thief is one of the trickiest classes to play. Thieves start out with a
large variety of useful skills, and need to use all of them to survive.
Thieves start with a short sword, some throwing darts, and light armour.
The Thief is one of the trickiest classes to play. Thieves start out with a
large variety of useful skills, and need to use all of them to survive. Thieves
start with a short sword, some throwing darts, and light armour.
An Assassin is a thief who is especially good at killing. Assassins are like
thieves in most respects, but are more dangerous in combat.
An Assassin is a thief who is especially good at killing. Assassins are like
thieves in most respects, but are more dangerous in combat.
The Crusader is a decent fighter who can use the magical art of enchantment
to become more dangerous in battle. Crusaders start out lightly armed and
armoured, but equipped with a book of martial spells.
The Crusader is a decent fighter who can use the magical art of enchantment to
become more dangerous in battle. Crusaders start out lightly armed and armoured,
but equipped with a book of martial spells.
The Death Knight is a fighter who aligns him or herself with the powers of
death. There are two types of Death Knights: those who worship and draw
their abilities from the Demon-God Yredelemnul, and those who study the
fearsome arts of necromancy.
The Death Knight is a fighter who aligns him or herself with the powers of
death. There are two types of Death Knights: those who worship and draw their
abilities from the Demon-God Yredelemnul, and those who study the fearsome arts
of necromancy.
The Chaos Knight is a fighter who chooses to serve one of the fearsome and
unpredictable Gods of Chaos. He or she has two choices: Xom or Makhleb.
Xom is a very unpredictable (and possibly psychotic) entity who rewards
or punishes according to whim. Makhleb the Destroyer is a more purposeful
God, who appreciates destruction and offers a variety of very violent
powers to the faithful.
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 possibly
psychotic) entity who rewards or punishes according to whim. Makhleb the
Destroyer is a more purposeful God, who appreciates destruction and offers a
variety of very violent powers to the faithful.
The Paladin is a servant of the Shining One, and has many of the abilities
of the Fighter and the Priest. He or she enters the dungeon with a sword,
a shield, a robe, and a healing potion.
The Paladin is a servant of the Shining One, and has many of the abilities of
the Fighter and the Priest. He or she enters the dungeon with a sword, a shield,
a robe, and a healing potion.
Priests serve either Zin, the ancient and revered God of Law, or the
rather less pleasant Death-God Yredelemnul. Although priests enter the
dungeon with a mace (as well as a priestly robe and a few healing
potions), this is purely the result of an archaic tradition the reason
for which has been lost in the mists of time; Priests are not in any way
restricted in their choice of weapon skills.
Priests serve either Zin, the ancient and revered God of Law, or the rather less
pleasant Death-God Yredelemnul. Although priests enter the dungeon with a mace
(as well as a priestly robe and a few healing potions), this is purely the
result of an archaic tradition the reason for which has been lost in the mists
of time; Priests are not in any way restricted in their choice of weapon skills.
The Healer is a priest of Elyvilon. Healers begin with minor healing
powers, but can gain far greater abilities in the long run.
The Healer is a priest of Elyvilon. Healers begin with minor healing powers, but
can gain far greater abilities in the long run.
Magicians: These are not a class, but a type of class. A magician is the best
at using magic. Magicians start with a dagger, a robe, and a book of spells
which should see them through the first several levels. There are various kinds
of magicians.
Magicians: These are not a class, but a type of class, including Wizards,
Conjurers, Enchanters, Summoners, Necromancers, various Elementalists, Venom
Mages, Transmuters and Warpers. A magician is the best at using magic. Magicians
start with a dagger, a robe, and a book of spells which should see them through
the first several levels.
Wizard:
-------
A Wizard is a magician who does not specialise in any area of magic.
Wizards start with a variety of magical skills and the magic dart spell in
memory.
Wizard:
-------
A Wizard is a magician who does not specialise in any area of magic. Wizards
start with a variety of magical skills and the magic dart spell in memory.
Conjurer:
---------
The Conjurer specialises in the violent and destructive magic of
conjuration spells. Like the Wizard, the Conjurer starts with the magic
dart spell.
Conjurer:
---------
The Conjurer specialises in the violent and destructive magic of conjuration
spells. Like the Wizard, the Conjurer starts with the magic dart spell.
Enchanter:
----------
The Enchanter specialises in the more subtle area of enchantment magic.
Although not as directly powerful as conjurations, high-level enchantments
offer a wide range of very handy effects. The Enchanter begins with
lightly enchanted weapons and armour, but no direct damage spell (since
enchantments does not deal with direct attacks). Instead they begin
with the "confusing touch" spell and some enchanted darts, which should
help them out until they can use the higher level enchantment spells.
Enchanter:
----------
The Enchanter specialises in the more subtle area of enchantment magic.
Although not as directly powerful as conjurations, high-level enchantments
offer a wide range of very handy effects. The Enchanter begins with lightly
enchanted weapons and armour, but no direct damage spell (since enchantments
does not deal with direct attacks). Instead they begin with the "confusing
touch" spell and some enchanted darts, which should help them out until they
can use the higher level enchantment spells.
Summoner:
---------
The Summoner specialises in calling creatures from this and other worlds
to give assistance. Although they can at first summon only very wimpy
creatures, the more advanced summoning spells allow summoners to call on
such powers as elementals and demons.
Summoner:
---------
The Summoner specialises in calling creatures from this and other worlds to
give assistance. Although they can at first summon only very wimpy creatures,
the more advanced summoning spells allow summoners to call on such powers as
elementals and demons.
Necromancer:
------------
The Necromancer is a magician who specialises in the less pleasant side of
magic. Necromantic spells are a varied bunch, but many involve some degree
of risk or harm to the caster.
Necromancer:
------------
The Necromancer is a magician who specialises in the less pleasant side of
magic. Necromantic spells are a varied bunch, but many involve some degree
of risk or harm to the caster.
Elementalists:
--------------
Elementalists are magicians who specialise in one of the four types of
elemental magic: air, fire, earth, or ice.
Elementalists:
--------------
Elementalists are magicians who specialise in one of the four types of
elemental magic: air, fire, earth, or ice.
Venom Mages:
------------
Venom mages specialise in poison magic, which is extremely useful in the
shallower levels of the dungeon where few creatures are immune to it. Poison
is especially effective when used against insects.
Venom Mages:
------------
Venom mages specialise in poison magic, which is extremely useful in the
shallower levels of the dungeon where few creatures are immune to it. Poison
is especially effective when used against insects.
Transmuters:
------------
Transmuters specialise in transmigrations, and can cause strange changes
in themselves and others.
Transmuters:
------------
Transmuters specialise in transmigrations, and can cause strange changes in
themselves and others.
Warpers:
--------
Warpers specialise in translocations, and are experts in travelling long
distances and positioning themselves precisely.
Warpers:
--------
Warpers specialise in translocations, and are experts in travelling long
distances 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 some
small items they picked up along the way, but other than that they're
pretty much on their own. Non-human wanderers might not even know which
skills they have (since they haven't quite learned enough for one full
level), and therefore make for an additional challenge. You shouldn't
expect human wanderers to be easy either, as this class is typically
harder to play than the other classes.
Wanderers are people who have not learned a specific trade. Instead, they've
travelled around becoming "Jacks-of-all-trades, master of none". They start the
game with a large assortment of skills and maybe some small items they picked up
along the way, but other than that they're pretty much on their own. Non-human
wanderers might not even know which skills they have (since they haven't quite
learned enough for one full level), and therefore make for an additional
challenge. You shouldn't expect human wanderers to be easy either, as this class
is typically harder to play than the other classes.
Here is a description of the skills you may have:
Here is a description of the skills you may have. You can check your current
skills with the 'm' command, and therein toggle between progress display and
aptitude display using '!'. You can also read the table of aptitudes from the
help menu using '?%'.
Fighting is the basic skill used in hand-to-hand combat, and applies no
matter which weapon your character is wielding (if any). It is also the
skill which determines the number of hit points your character gets as
they increase in level (note that this is calculated so that you don't get
a long run advantage by starting out with a high fighting skill).
Fighting is the basic skill used in hand-to-hand combat, and applies no matter
which weapon your character is wielding (if any). It is also the skill which
determines the number of hit points your character gets as they increase in
level (note that this is calculated so that you don't get a long run advantage
by starting out with a high fighting skill).
If you are already good at a weapon, say a long sword, and you practise
for a while with similar weapon such as a short sword, your practise will
be speeded up (and will require less experience) until both skills are
equal. Similar types of weapons include:
If you are already good at a weapon, say a long sword, and you practise for a
while with similar weapon such as a short sword, your practise will be speeded
up (and will require less experience) until both skills are equal. Similar types
of weapons include:
Being good at a specific weapon improves the speed with which you can use
it by about 10% every two skill levels. Although lighter weapons are
easier to use initially, as they strike quickly and accurately, heavier
weapons increase in damage potential very quickly as you improve your
skill with them.
Being good at a specific weapon improves the speed with which you can use it by
about 10% every two skill levels. Although lighter weapons are easier to use
initially, as they strike quickly and accurately, heavier weapons increase in
damage potential very quickly as you improve your skill with them.
Unarmed Combat is a special fighting skill. It allows your character to
make a powerful attack when unarmed and also to make special secondary
attacks (and increases the power of those attacks for characters who get
them anyway). You can practise Unarmed Combat by attacking empty-handed,
and it is also exercised when you make a secondary attack (a kick, punch
etc). Unarmed combat is particularly difficult to use in combination with
heavy armour, and characters wearing a shield or wielding a two-handed
weapon other than a staff lose the powerful punch attack.
Unarmed Combat is a special fighting skill. It allows your character to make a
powerful attack when unarmed and also to make special secondary attacks (and
increases the power of those attacks for characters who get them anyway). You
can practise Unarmed Combat by attacking empty-handed, and it is also exercised
when you make a secondary attack (a kick, punch etc). Unarmed combat is
particularly difficult to use in combination with heavy armour or shields or
very big weapons.
Ranged Combat is the basic skill used when throwing things, and there are a
number of individual weapon skills for missile weapons as well:
Ranged Combat is the basic skill used when throwing or shooting things, and
there are a number of individual weapon skills for missile weapons as well:
Spellcasting is the basic skill for magic use, and affects your reserves of
magical energy in the same way that Fighting affects your hit points. Every
time you increase your spellcasting skill you gain some magic points and
spell levels. Spellcasting is a very difficult skill to learn, and requires
a large amount of practice and experience.
Spellcasting is the basic skill for magic use, and affects your reserves of
magical energy in the same way that Fighting affects your hit points. Every time
you increase your spellcasting skill you gain some magic points and spell
levels. Spellcasting is a very difficult skill to learn, and requires a large
amount of practice and experience.
Only those characters with at least one magic skill at level one or above
can learn magical spells. If your character has no magic skills, he or she
can learn the basic principles of the hermetic arts by reading and reciting
the spells inscribed on magical scrolls (this stops being useful once you
reach level one in Spellcasting).
Only those characters with at least one magic skill at level one or above can
learn magical spells. If your character has no magic skills, he or she can learn
the basic principles of the hermetic arts by reading and reciting the spells
inscribed on magical scrolls (this stops being useful once you reach level one
in Spellcasting).
There are also individual skills for each different type of magic; the
higher the skill, the more powerful the spell. Multidisciplinary spells use
an average of the two or three skills.
There are also individual skills for each different type of magic; the higher
the skill, the more powerful the spell. Multidisciplinary spells use an average
of the two or three skills.
Elemental magic is a special case. When you practise an elemental magic
skill (fire, ice, air or earth magic) you will improve much less quickly
than normal if you already have one or more elemental magic skills higher
than the one you are practising. This is especially true if those skills are
'opposed' to the one you're practising: fire and ice are mutually opposed,
as are earth and air.
Elemental magic is a special case. When you practise an elemental magic skill
(fire, ice, air or earth magic) you will improve much less quickly than normal
if you already have one or more elemental magic skills higher than the one you
are practising. This is especially true if those skills are 'opposed' to the one
you're practising: fire and ice are mutually opposed, as are earth and air.
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 an
armour's description with the 'v' command, this will in particularly show you
how cumbersome it is. This is measured by the Evasion modifier. Usually, all
armours with EV penalty of 0, -1, or -2 are considered light. All other are
considered heavy, except for Elven armoury (which is light). Walking and
fighting in heavy armour will train the Armour skill.
Helps you avoid being noticed. Try not to wear heavy armour or be encumbered
if you want to be stealthy. Big creatures (like trolls and ogres) are bad at
stealth.
Helps you avoid being noticed. Try not to wear heavy armour or be encumbered if
you want to be stealthy. Big creatures (like trolls) are bad at stealth.
Lets you make a very powerful first strike against a sleeping/resting
monster who hasn't noticed you yet. This is most effective with a dagger,
slightly less effective with a short sword, and less useful (although by
no means of negligible effect) with any other weapon.
Lets you make a very powerful first strike against a sleeping/resting monster
who hasn't noticed you yet. This is most effective with a dagger, slightly less
effective with a short sword, and less useful (although by no means of
negligible effect) with any other weapon.
Affects your ability to notice hidden traps and doors and to disarm traps
when you find them. With this skill at a high level you will often find
hidden things without actively looking for them.
Affects your ability to notice hidden traps and doors and to disarm traps when
you find them. With this skill at a high level you will often find hidden things
without actively looking for them. Also whenever you are searching, the covered
area gets larger with higher Traps & Doors skill. (Without the skill it only
looks at the adjacent squares.)
An easy-to-learn skill which affects your ability to call on your God for
aid. Those skilled at invoking have reduced fail rates and produce more
powerful effects. The Invocations skill affects your supply of magic in a
similar way to the Spellcasting skill and to a greater extent, but the two
are not cumulative - whichever gives the greater increase is used. Some
Gods (such as Trog) do not require followers to learn this skill.
An easy-to-learn skill which affects your ability to call on your God for aid.
Those skilled at invoking have reduced fail rates and produce more powerful
effects. The Invocations skill affects your supply of magic in a similar way to
the Spellcasting skill and to a greater extent, but the two are not cumulative -
whichever gives the greater increase is used. Some Gods (such as Trog) do not
require followers to learn this skill.
Evocations
----------
This skill lets you use wands much more effectively: both in terms of damage as
well as in terms of precision. Furthermore, with high Evocations, you can easily
deduce the number of charges through usage. Similarly, all other items that have
certain powers (like crystal balls) work better for characters trained in this
skill.
Ctrl-O Auto-explore.
Ctrl-O Auto-explore. Setting the option explore_greedy to true
makes Ctrl-O also run to interesting items (those that
get picked up automatically) or piles (checking the
contents). Autoexploration will open doors on its own
except if you set easy_open to false.
% Show resistances.
% Show resistances and general character overview, including
health, experience, gear, status, mutations, abilities (the
latter 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 is
set to all, this cycles through all items and piles).
* Cycle forwards through stashes (if the option stash_tracking
is 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 activated
whenever 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 look
around you.
Examining surroundings ('x')
----------------------------
When roaming the dungeon, the surroundings mode is activated by 'x'. It lets you
have a look at items or monsters in line of sight. You may also examine stashed
items outside current view using the options target_oos=true (if using this,
check target_los_first).
' 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 the
selected 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 can
be useful to avoid damaging pets, or to attack
submerged water creatures.
Targeting
---------
Targeting mode is similar to examining surroundings. It is activated whenever
you fire projectiles, zap a wand or cast spells which uses targets. All of the
commands described for examination of surroundings work, with the exception of
Space (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 be
useful to avoid damaging pets, or to attack submerged
water creatures.
p or t or f Fire at previous target (if still in sight).
Shift-Direction Fires straight in that direction. This is equivalent to
pressing the direction key once and then Enter. You can
go back to the old targeting mode (allowing straight
firing by pressing just the direction key) using the
option target_unshifted_dirs.