git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9649 c06c8d41-db1a-0410-9941-cceddc491573
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to try out a tutorial. These are accessed by entering 'T' in the species
or job selection screens. You can choose among three quite popular and
rather straightforward combinations: a Minotaur fighter with the help of
a mighty war god, a Centaur hunter using a bow and arrows, and an Elven
magician. The prime aim of the tutorial is to explain Crawl's interface.
They do not focus on 'optimal' gameplay (also, many experienced players
share different views on the latter).
to try out a tutorial. In order to do so, press 'Ctrl-T' in the species
or job selection screens. You can choose among three popular and rather
straightforward combinations: a Minotaur fighter following a mighty war
god, a Centaur hunter using a bow and arrows, and an Elven magician. The
prime aim of the tutorial is to explain Crawl's interface. They do not
focus on 'optimal' gameplay (also, many experienced players will share
different views on the latter).
You can choose a tutorial from the species and job selection screens
by pressing 'T'. Three different tutorial combinations are available.
You can choose a tutorial from the species and job selection screens by
pressing 'Ctrl-T'. Three different tutorial combinations are available.
upon gaining Levels 3, 6, 9, etc., you get to choose one of the
attributes to raise. Random increases can also occur; which levels give
an increase is determined by species, as is the attribute to be
increased.
Crawl has only three:
upon gaining Levels 3, 6, 9, etc., you get to choose an attribute to
raise. Random increases can also occur; which levels give an increase
is determined by species, as is the attribute to be increased. Crawl
has only three primary attributes:
Another convenient method for moving long distances is described in
the section on Automated Travel and Exploration below.
Another convenient method for moving long distances is described in the
section on Automated Travel and Exploration below.
short description of that monster. You can get a map of the whole
level (which shows where you've already been) by typing 'X'.
short description of that monster. This is generally useful with
monsters you've never encountered before. You can get a map of the
whole level (which shows where you've already been) by typing 'X'.
as '>' (down) and '<' (up), by pressing the '>' or '<' keys. If you
ascend an up staircase on level one, you will leave the dungeon forever;
if you are carrying the magical Orb of Zot, you win the game by doing
this. Otherwise, the game ends, and you lose.
as ">" (down) and "<" (up), by pressing the '>' or '<' keys. It is
important to know that most monsters adjacent to you will follow when
you change levels; this holds both for hostile and allied monsters.
Notable exceptions are zombies (and other mindless undead, who are too
stupid to properly operate stairs) and ghosts (who feel they belong to
their level).
If you ascend an up staircase on level one, you will leave the dungeon
forever; if you are carrying the magical Orb of Zot, you win the game
by doing this. Otherwise, the game ends, and you lose.
of the stash_tracking option, you can press Ctrl-S to tell Crawl that a
given square is considered a stash. Ctrl-E will manually erase stashes.
of the stash_tracking option, you can press 'Ctrl-S' to tell Crawl that
a given square is considered a stash. 'Ctrl-E' manually erases stashes.
skill depends solely on species. These aptitudes are hinted at in the list
of species (see Appendix 1). For the curious, the full table can be
skill depends solely on species. These aptitudes are hinted at in the
list of species (see Appendix 1). For the curious, the full table can be
the level of a skill, the better you are at it. Every time your
character gains experience points, those points become available to
increase skills. You convert experience points into skill levels by
practising the skill in question (e.g. fighting with a certain type of
weapon, casting a certain type of spell, or walking around wearing
light armour to practise stealth). The amount of unassigned experience
the level of a skill, the better you are at it. Almost all characters
start with a few skills already trained (which depends essentially on
their job), those which are not present have to be learned from scratch.
Each skill can go up to 27.
Each time your character gains experience points, those points become
available to increase skills. You convert experience points into skill
levels by practising the skill in question (e.g. fighting with a certain
type of weapon, casting a certain type of spell, or walking around
unnoticed to practise stealth). The amount of unassigned experience
not spend as many experience points on it). This can be useful for
skills like stealth, which use up points whenever you move. It can also
be used on a specific weapon skill if you want to spend more points on
Fighting, and similarly with magic skills and Spellcasting. You won't
lose any experience by deselecting skills, but you will rather spend it
elsewhere. It can happen that the pool grows rather large in this way;
the maximum is 20000 experience points.
not spend as many experience points on it). The main use of turning off
skills is to spend more points on other skills: You will not lose any
experience by deselecting skills, you will rather spend it elsewhere.
It can happen that the pool grows rather large in this way; the maximum
is 20000 experience points.
such a statue. The best method to destroy statues is by using wands of
disintegration; you can also bash some of them into pieces by brute
such a statue. The best method to destroy most statues is by using wands
of disintegration; you can also bash some of them into pieces by brute
corpses, others don't, and still others do so sometimes. Guided by
intuition, you will soon figure out which monsters make the best meals.
Likewise, ranged or magic attackers will prove a different kind of
threat from melee fighters. Learn from past deaths and remember which
monsters pose the most problems. If particular monsters are giving you
trouble, try to alter your tactics for future encounters.
corpses, others don't, and still others do so sometimes. Likewise,
ranged or magic attackers will prove a different kind of threat from
melee fighters. Learn from past deaths and remember which monsters pose
the most problems. If particular monsters are giving you trouble, try
to alter your tactics for future encounters.
least three in order to enter the Realm of Zot.
least three in order to enter the Realm of Zot. Some people like to
brag about retrieving many more runes but those would probably boast
of any other silly little thing they've done.
Dwarves
-------
Dwarves are generally short, hardy people. Originally inhabiting deep
underground caverns, some of them moved closer to the surface while
still sticking to the mountainous habitat. All Dwarves are particularly
dangerous when using Dwarven weaponry. Their armour and weapons are very
well-crafted and much more durable than the products of lesser artisans.
----------------
Dwarves are generally short, hardy people. They love to fight, and often
venture forth 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.
Mountain Dwarves, as opposed to the subterranean specimen, come from
cities far above the Dungeon. They love to fight, and often venture
forth to seek fame and fortune through battle. As such, they are very
robust and excellent at hand combat, especially favouring axes or
bludgeoning weapons, and are good at using armour and shields. They
are poor at missile combat, the single exception being crossbows.
Polearms usually are too big for them to wield comfortably and so
make quite bad weapons for Mountain Dwarves.
Mountain Dwarves, as opposed to the subterranean specimen, come from
cities far above the Dungeon. They are very robust and excellent at hand
combat, especially favouring axes or bludgeoning weapons, and are good
at using armour and shields. They are poor at missile combat, the single
exception being crossbows, those being rather mechanical weapons. Since
polearms usually are too big for them to wield comfortably, they make
quite bad weapons for Dwarves.
In general, they are rather resistant to magic than capable of dealing
with it. However, they are very proficient at earth and fire magics.
Thus, many a Mountain Dwarf started career as an elementalist in one of
those schools. They advance in levels at a similar rate to Deep Elves.
In general, they are rather resistant to magic than capable of dealing
with it. However, they are very proficient at earth and fire magics.
Thus, many a Mountain Dwarf started career as an elementalist in those
schools. They advance in levels at a similar rate to Deep Elves.
------------
Deep Dwarves are a species who, unlike their Mountain Dwarf relatives,
never left the underground homelands. Living there for countless
generations made them turn pale and lose all ability to regenerate on
their own (nor are they receptive to outside effects which merely hasten
regeneration), as well as all ability to recover from losses to physical
attributes over time. On the other hand, Deep Dwarves have developed the
ability to instantly counteract small doses of damage. They can also use
their empathy with the earth to sense their surroundings; this ability
increases in power as they gain experience levels.
Deep Dwarves are a species who, unlike their Mountain Dwarf relatives,
never left the underground homelands. Living there for countless
generations made them turn pale and lose all ability to regenerate on
their own (nor are they receptive to any effects which merely hasten
regeneration), as well as all ability to recover from losses to their
primary attributes over time. On the other hand, Deep Dwarves have
developed the ability to instantly counteract small doses of damage.
They can also use their empathy with the earth to sense much of their
surroundings; this ability increases in power as they gain experience
levels.
Given their lack of innate healing, few Deep Dwarves venture out for
adventures or even combat. Those who do usually bring a wand of healing,
or rely on divine assistance.
Given their lack of innate healing, few Deep Dwarves venture out for
adventures or even combat. Those who do bring a wand of healing, or
rely on divine assistance.
Naturally, Deep Dwarves are quite adept with all arts of avoiding blows
and damage and ungifted in the ways of physical combat. Those who have
to defend their ground most often go with ranged combat (except for
bows, which are too unwieldy for them) or spells. Deep Dwarves are
highly spiritual beings, often portrayed as actual spirits by outsiders.
They are most at home with the magics of earth and death.
Naturally, Deep Dwarves are quite adept with all arts of avoiding
blows and damage and ungifted in the ways of physical combat. Those
who have to defend their ground most often go with ranged combat
(except for bows, which are too unwieldy for them) or spells. Deep
Dwarves are highly spiritual beings, often portrayed as actual
spirits by outsiders. They are most at home with the magics of earth
and death.
Like all other Dwarves, they are gifted forgers. In addition, Deep
Dwarves can tinker with gadgets so as to recharge them. However, each
time they do so, they lose a bit of their magical essence.
Like all other Dwarves, they are gifted forgers. In addition, Deep
Dwarves can tinker with gadgets so as to recharge them. However,
each time they do so, they lose a bit of their magical essence.