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crawl(6)							      crawl(6)

NAME
       crawl - play the roguelike game of crawl

SYNOPSIS
       crawl [-scores [N]] [-name <string>] [-race <letter>] [-class <letter>]
       [-pizza <string>] [-plain] [-dir <path>] [-rc <file>]

DESCRIPTION
       Crawl is a fun game in the grand tradition of games like	 Rogue,	 Hack,
       and  Moria.  Your  objective is to travel deep into a subterranean cave
       complex and retrieve the Orb of Zot, which is guarded by many  horrible
       and hideous creatures.

       This  file contains detailed instructions for playing Crawl. If you are
       completely new to this kind of game, it may be worth your while to read
       at  least part (although it will probably confuse you somewhat), other‐
       wise you should probably just dive into the game and use the  '?'  com‐
       mand to give a list of keys to use.

OPTIONS
       -scores [N]
	      show highscore list [first N entries]

       -name <string>
	      set character name

       -race <letter>
	      preselect race

       -class <letter>
	      preselect class

       -pizza <string>
	      crawl pizza

       -plain don't  use  IBM  extended	 characters  (needed when playing in a
	      xterm)

       -dir <path>
	      crawl directory

       -rc <file>
	      init file name

THE GAME
       CHARACTER SPECIES

       You have a number of different character races  to  choose  from.  This
       affects several characteristics including: Your choice of classes; Your
       initial attributes (strength etc); Occasional  extra  points  added  to
       some  abilities;	 The  amount  of  hit  points and magic you get as you
       increase in level; Your initial equipment; Your rate of level  advance‐
       ment; Your rate of skill advancement.

       Humans  are  the	 most versatile race. Humans advance quickly in levels
       and have equal abilities in all skills.	Humans	can  also  be  of  any
       class.

       Elves  have  good  intelligence	and  dexterity,	 but  suffer  a bit in
       strength.  They have slightly less hp  and  slightly  more  magic  than
       humans,	and  advance in experience a bit more slowly as well. They are
       especially good at fighting with short and long swords, although not so
       good at other weapons, and are adept at bows and darts. Their quickness
       makes them good at dodging, and they possess natural elven  stealth  as
       well.  Their  nature also gives them proficiency with magic, especially
       enchantments, but they are poor at using necromancy.

       There are also a number of related types of elves:

       High elves are a powerful elven race who advance in levels very	slowly
       -  requiring half again as much experience as do humans. They are simi‐
       lar to common elves in most respects, but  their	 strengths  and	 weak‐
       nesses tend to be greater.

       Grey  elves also advance slowly, but more quickly than high elves. They
       are generally poor at fighting - although they are still good at	 short
       and  long  swords  and  bows  - but are excellent at all forms of magic
       except for necromancy.

       Deep elves are poor at  fighting	 but  excellent	 at  bows,  crossbows,
       darts,  and  especially	magic. They are the only elven subtype who are
       skilled at using necromancy and earth magic, and are particularly  good
       at  enchantment magic.  They advance in levels at the same rate as grey
       elves. Deep elves are not physically robust, but have great reserves of
       magical energy.

       Sludge  elves are a bit like common elves, but are not quite as good at
       most things while being better at necromancy and some elemental magics.
       They advance in level slightly faster, though.

       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.
       Elves are especially dangerous when using elven weapons.

       All  elves  are good at using air elemental magic, and are okay at fire
       and ice magic. They are also poor at earth magic with the exceptions of
       deep and sludge elves, who can use earth magic well.

       Hill dwarves are extremely robust but are poor at using magic. They are
       excellent at hand combat, especially favouring axes, and	 are  good  at
       using  armour  and  shields, but are poor at missile combat or at using
       polearms (which are usually too big for them to wield comfortably). The
       only  forms  of	magic  which they can use with any aptitude are earth,
       fire and conjurations, but they are worse than humans at	 the  conjura‐
       tions skill. They advance in levels at a similar rate to common elves.

       Mountain	 dwarves are almost as robust as hill dwarves and have similar
       aptitudes, but are slightly better at  the  things  that	 hill  dwarves
       don't  do very well, and slightly worse at the things that hill dwarves
       are good at.  They advance in levels at a rate between  that  of	 elves
       and humans.

       Dwarven	weapons	 and armours are very durable, and do not rust or cor‐
       rode easily.  Dwarves  are  especially  effective  when	using  dwarven
       weaponry.

       Halflings  are  very  small  and,  with deep elves and kobolds, are the
       least robust of any character race.  Although  fair  to	poor  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 dodg‐
       ing  and stabbing, but are poor at most types of magic (except enchant‐
       ments and translocations). They advance in levels as rapidly as humans.
       Halflings cannot wield large weapons.

       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. They are as robust as the hill
       dwarves, but have very low reserves of magical energy. Their  forte  is
       fighting,  and  they  are  skilled at using most hand weapons (with the
       exception of short blades, at which they are  only  fair,  and  missile
       weapons,	 at  which  they are not particularly good).  They are poor at
       using most types of magic with the exception of conjurations and necro‐
       mancy. They advance as quickly as humans.

       Orcish  bows/crossbows  are  particularly effective in combination with
       orcish arrows/bolts. Orcs are especially good at using orcish weapons.

       Orcs are poor at using air elemental magic, but	okay  at  other	 kinds
       (and good at earth magic).

       Kobolds	are  small,  ugly  creatures with few redeeming features. They
       have poor abilities and have similar aptitudes  to  halflings,  without
       the excellent agility. However, they are slightly better than halflings
       at using some types of magic, particularly summonings  and  necromancy.
       They  often  live as scavengers, surviving on carrion, but are carnivo‐
       rous and can only eat meat.  They  advance  in  levels  as  quickly  as
       humans.

       Mummies	are  undead  creatures who travel into the depths in search of
       revenge, redemption, or just because they want to. Being	 undead,  they
       are  immune  to poisons and negative energy, have little warmth left to
       be affected by cold, and are not susceptible  to	 reductions  in	 their
       physical	 or  mental  abilities.	 However,  their dessicated bodies are
       highly flammable. They also do not need to eat or  drink,  and  in  any
       case are unable to.

       Mummies	progress  very	slowly in level (as slow as High Elves) and in
       all skills  except  fighting,  spellcasting  and	 necromancy.  As  they
       increase	 in level they become increasingly in touch with the powers of
       death, but cannot use some types of necromancy which only affect living
       creatures  (if  they  are  unable  to use a spell, they will usually be
       unable to memorise it). The side effects of necromantic magic  tend  to
       be relatively harmless to mummies.

       Naga  are  a  race of hybrids; humanoid from the waist up, with a large
       snake tail instead of legs. They are reasonably good at most things and
       advance	in  experience	levels	at  a  decent rate. They are naturally
       immune to poisons, can see invisible creatures, and  have  tough	 skin,
       but  their  tails  are  relatively  slow and cannot move them around as
       quickly as can other creatures' legs (this only affects their  movement
       rate;  all  other  actions  are at normal speed). Their body shape also
       prevents them from gaining full protection from most armour. Every  now
       and  then,  a  naga  can spit poison; the range, accuracy and damage of
       this poison increases with the naga's experience level.

       Gnomes are an underground-dwelling race of creatures,  related  to  the
       dwarves	but  even more closely in touch with the earth. They are quite
       small, and share many of their characteristics with  halflings  (except
       for  the	 great agility), although they advance slightly more slowly in
       experience levels. They are okay at most skills, but excellent at earth
       elemental  magic	 and very poor at air magic. Occasionally they can use
       their empathy with the earth to sense their surroundings; this  ability
       increases in power as they gain experience levels.

       Ogres are huge, chunky creatures related to orcs. They have great phys‐
       ical strength, but  are	bad  at	 almost	 everything  except  fighting.
       Because	of their large size they can only wear loose robes, cloaks and
       animal skins. They learn quite slowly. Although ogres  can  eat	almost
       anything, their size means that they need to.

       Trolls  are  like ogres, but even nastier. They can rip creatures apart
       with their claws, and regenerate very quickly from even the most terri‐
       ble wounds.  They learn very slowly indeed - even more slowly than high
       elves - and need a great amount of food to survive.

       Ogre-mages are a separate race  of  ogres  who  are  unique  among  the
       beefier	races  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.

       Draconians are a race of human-dragon hybrids;  humanoid	 in  form  and
       approximately  human-sized, with wings, tails and scaly skins. Draconi‐
       ans start out in an immature form with brown scales, but as  they  grow
       in  power  they	take on a variety of colours. Some types of draconians
       have breath weapons. Because of their decidedly non-human shapes,  dra‐
       conians	cannot	wear  most armours.  Draconians advance very slowly in
       level, but are reasonably good at most skills (except  missile  weapons
       and armour).

       Centaurs	 are  another  race  of	 hybrid creatures: horses with a human
       torso. 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 ancestry, however distant; they can be created by	 a  number  of
       processes  including magical experiments and the time-honoured practice
       of interplanar miscegenation. Demigods look more or less	 like  members
       of  their  mortal  part's race, but have excellent abilities (strength,
       int, dex) and are extremely robust; they also have  great  supplies  of
       magical energy. On the downside they advance very slowly in experience,
       gain skills slightly less quickly than humans, and cannot  worship  the
       various Gods and Powers available to the other races.

       Spriggans  are small magical creatures distantly related to elves. They
       are poor fighters with anything other than a dagger  or	a  shortsword,
       have  little physical resilience, and are terrible at destructive magic
       - conjurations, summonings, necromancy and  elemental  spells.  On  the
       other  hand,  they  are	excellent at other forms of magic and are very
       good at moving silently and quickly. So great is	 their	speed  that  a
       spriggan can keep pace with a centaur.

       Minotaurs  are  yet  another  hybrid - a human body with a bovine head.
       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
       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	demon‐
       spawn  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  very 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.

       Ghouls are horrible undead creatures,  slowly  rotting  away.  Although
       ghouls  can  sleep  in their graves for years on end, when they rise to
       walk among the living they must eat flesh to survive. Raw flesh is pre‐
       ferred,	especially  rotting  or tainted meat, and ghouls gain strength
       from consuming it.

       As undead, Ghouls are naturally immune to  poison,  cold	 and  negative
       energy.	They aren't very good at doing most things, although they make
       decent fighters and can use ice and earth magic without too many diffi‐
       culties.

       Kenku  are  an  ancient and feared race of bird-people with a legendary
       propensity for violence. They are experts at  all  forms	 of  fighting,
       including  the magical arts of combat (conjurations, summonings and, to
       a lesser extent, necromancy). However, their light avian bodies	cannot
       sustain a great deal of injury.

       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 permanently. They are good at air and fire  elemen‐
       tal magic, but poor at ice and earth magic. Kenku do not appreciate any
       form of servitude, and so are poor at using invocations.

       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.

       CHARACTER CLASSES

       In your quest, you play as one of a number of different types of	 char‐
       acters.	 Although  each has its own strengths and weaknesses, some are
       definitely easier than others, at least to begin with. The best classes
       for a beginner are probably Gladiators, fighters and Berserkers; if you
       really want to play a magician, try a Conjurer. Each class  starts  out
       with  a different set of skills and items, but from there you can shape
       them as you will.

       Fighters start with a decent weapon, a suit of  armour  and  a  shield.
       They have a good general grounding in the arts of fighting.

       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 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 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:

       The  Wizard is a magician who does not specialise in any area of magic.
       Wizards start with a variety of magical skills and the magic dart spell
       in memory.

       The Conjurer specialises in the violent and destructive magic of conju‐
       ration spells. Like the Wizard, the Conjurer starts with the magic dart
       spell.

       The Enchanter specialises in the more subtle area of enchantment magic.
       Although not as directly powerful as conjurations, high-level  enchant‐
       ments  offer a wide range of very handy effects. As there are no useful
       enchantment spells of the first level, the Enchanter begins with a ran‐
       dom  attack  spell and has a magic wand to help survive until he or she
       can start learning to use the craft  properly,  and  is	equipped  with
       lightly enchanted weapons and armour.

       The  Summoner  specialises  in  calling	creatures  from this and other
       worlds to give assistance. Although they can at first summon only  very
       wimpy  creatures, the more advanced summoning spells allow summoners to
       call on such powers as elementals and demons.

       The Necromancer is a magician who specialises in the less pleasant side
       of  magic. Necromantic spells are a varied bunch, but many involve some
       degree of risk or harm to the caster.

       Elementalists are magicians who specialise in one of the four types  of
       elemental magic.

       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 magic is especially effective when used against insects.

       Transmuters  specialise	in  transmigrations,  and  can	cause  strange
       changes in themselves and others.

       Warpers specialise in translocations, and  are  experts	in  travelling
       long distances and positioning themselves precisely.

       The Paladin is a servant of the Shining One, and has many of the abili‐
       ties of the Fighter and the Priest. He or she enters the dungeon with a
       sword, a shield, a robe, and a healing potion.

       The Gladiator is well trained in the art of fighting but is not so good
       at other things. 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 Berserker is a hardy warrior who fights  well  with	many  weapons.
       Berserkers  worship  Trog the Wrathful, from whom they get the power to
       go berserk (as well as a number of other powers should they prove  wor‐
       thy)  but  who  forbids	the use of spell magic. They enter the dungeon
       with an axe, some spears, and a set of leather armour.

       The Ranger is a fighter who specialises in missile  weapons.  A	Ranger
       starts with a bow and some arrows, as well as a hunting knife and a set
       of leathers.

       An Assassin is a thief who is especially good at killing. Assassins are
       like thieves in most respects, but begin more skilled at hand combat.

       The Crusader is a decent fighter who also has some aptitude in the mag‐
       ical arts. Crusaders start out 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  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) creature
       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 Healer is a priest of Elyvilon. Healers begin  with	minor  healing
       powers, but can gain far greater abilities in the long run.

       The  Reaver  is	a  warrior  who	 has  some  aptitude with the magic of
       destruction.

       The stalker is an assassin who has some aptitude in the use  of	poison
       magic.

       The  Monk  is  a	 type of fighter specialising in unarmed combat. Monks
       start with very little equipment, but can survive without  the  weighty
       weapons and spellbooks needed by other classes.

       EXPERIENCE

       When  you  kill	monsters,  you	gain  experience points (xp) (you also
       receive one half experience for monsters killed by friendly creatures).
       When you get enough xp, you gain an experience level, making your char‐
       acter more powerful.  As they gain levels,  characters  gain  more  hit
       points, magic points, and spell levels.

       SKILLS

       Your  character	has a number of skills which affect his or her ability
       to perform certain tasks. You can see your character's skills by press‐
       ing  the 'm' key; the higher the skill level of a skill, the better you
       are at it. Every time your character  gains  experience	points,	 those
       points  become  available  to  increase	skills. You convert experience
       points into skill levels by practising the skill in question (eg	 fight
       with  a	certain	 type of weapon, cast a certain type of spell, or walk
       around wearing light armour to practise stealth). The amount  of	 unas‐
       signed  experience points is shown on the skills screen, and the number
       in blue next to each skill counts down from 9 to 0 as you get closer to
       increasing that skill.

       You can elect not to practise a particular skill by selecting it in the
       skill screen (making it turn dark grey). This means that	 you  will  be
       less  likely to increase that skill when you practise it (and will also
       not spend as many experience points on it).

       The race you have chosen for your character has a significant effect on
       your  rate  of  advancement  in each skill. Some races are very good at
       some skills and poor at others. If your character's race is good	 at  a
       skill,  they will require less experience and take less time to advance
       in it; being bad at a skill has the opposite result.

       There are a few different types of skills:

       Fighting skills

       Fighting is the basic skill used in hand-to-hand combat, and applies no
       matter which weapon your character is wielding (if any). It is also the
       skill which determines the number of hit points your character gets  as
       they  increase in level (note that this is calculated so that you don't
       get a long run advantage by starting out with a high fighting skill).

       In addition, there are a number of  weapon  skills  which  affect  your
       ability	to  fight  with specific weapons. 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:
	      - All sword skills
	      - Maces & flails and Axes
	      - Polearms and Axes
	      - Staves and Polearms

       Being good at a specific weapon improves the speed with which  you  can
       use  it	by  about 10% every two skill levels. Although lighter weapons
       are easier to use initially, as they  strike  quickly  and  accurately,
       heavier	weapons	 increase  in  damage  potential  very	quickly as you
       improve your skill with them.

       Unarmed Combat is a special fighting skill. It allows your character to
       make  a powerful attack when unarmed and also to make special secondary
       attacks (and increases the power of those attacks  for  characters  who
       get  them anyway).  You can practise Unarmed Combat by attacking empty-
       handed, and it is also exercised when you make a	 secondary  attack  (a
       kick,  punch  etc).  Unarmed combat is particularly difficult to use in
       combination with heavy armour,  and  characters	wearing	 a  shield  or
       wielding a two-handed weapon other than a staff lose the powerful punch
       attack.

       Throwing skills

       Throwing is the basic skill used when throwing things, and there are  a
       number of individual weapon skills for missile weapons as well.

       Magic skills

       Spellcasting  is	 the  basic  skill  for	 magic	use,  and affects your
       reserves of magical energy in the same way that Fighting	 affects  your
       hit  points.  Every  time you increase your spellcasting skill you gain
       some magic points and spell levels. Spellcasting is  a  very  difficult
       skill to learn, and requires a large amount of practice and experience.

       Only  those  characters	with  at least one magic skill at level one or
       above can learn magical spells. If your character has no magic  skills,
       he  or she can learn the basic principles of the hermetic arts by read‐
       ing and reciting the spells inscribed on magical	 scrolls  (this	 stops
       being useful once you reach level one in Spellcasting).

       There  are also individual skills for each different type of magic; the
       higher the skill, the more powerful the spell. Multidisciplinary spells
       use an average of the two or three skills.

       Elemental  magic is a special case here. When you practise an elemental
       magic skill (fire, ice, air or earth magic) you will improve much  less
       quickly	than  normal  if  you already have one or more elemental magic
       skills higher than the one you are practising. This is especially  true
       if  those  skills  are 'opposed' to the one you're practising: fire and
       ice are mutually opposed, as are earth and air. Say you	have  level  2
       fire  magic,  level  4 ice magic, and level 1 air magic. Practising ice
       magic won't be a problem. Practising air magic will be a bit  slow,  as
       you have other elemental skills at higher levels. Practising fire magic
       will be very slow, as you have a higher level in ice magic. Right?

       Miscellaneous

       This includes a variety of skills:

       Armour: Having a high armour skill means that you are used  to  wearing
       heavy  armour,  so you gain more AC from it and lose less evasion while
       wearing it.

       Dodging: When you are  wearing  light  armour,  a  high	dodging	 skill
       increases your evasion score.

       Stealth:	 Helps	you  avoid being noticed. Try not to wear heavy armour
       (or be encumbered) if you want to be stealthy.

       Stabbing: Lets you make a very powerful first strike against  a	sleep‐
       ing/resting  monster who hasn't noticed you yet. This is most effective
       with a dagger, slightly less effective with a  short  sword,  and  less
       useful  (although  by  no  means	 of  negligible effect) with any other
       weapon.

       Shields: affects the amount of protection you gain by using a shield.

       Traps & doors: affects your ability to notice hidden  traps  and	 doors
       and to disarm traps when you find them. With this skill at a high level
       you will often find hidden things without actively looking for them.

       Invocations: an easy-to-learn skill which affects your ability to  call
       on  your God for aid. Those skilled at invoking have reduced fail rates
       and produce more powerful effects. The Invocations skill	 affects  your
       supply  of  magic  in  a similar way to the Spellcasting skill and to a
       greater extent, but the two are not cumulative -	 whichever  gives  the
       greater increase is used.  Some Gods (such as Trog) do not require fol‐
       lowers to learn this skill.

       If your character does not have a particular skill, they can gain it by
       practising as above.

       ABILITIES

       Your  character	is further defined by his or her abilities, which ini‐
       tially vary according to class and species.

       Strength affects the amount of damage you do in combat, as well as  how
       much stuff you can carry.

       Intelligence affects how well you can cast spells as well as your abil‐
       ity to use some magical items.

       Dexterity affects your accuracy in combat, your	general	 effectiveness
       with  missile  weapons, and your ability to dodge attacks aimed at you.
       Although your  dexterity	 does  not  affect  your  evasion  score  (Ev)
       directly, any calculation involving your Ev score also takes account of
       your dexterity.

       AC: This stands for Armour Class. When you something injures you,  your
       AC  reduces the amount of damage you suffer. The number next to your AC
       is a measure of how good your shield (if any) is at blocking attacks.

       EV: This is your evasion score. It helps you  to	 avoid	being  hit  by
       unpleasant things.

       Gold:  This is how much money you're carrying. Money adds to your final
       score, and can be used to purchase items in shops.

       Magic Resistance affects your ability to resist the effects of enchant‐
       ments and similar magic directed at you. Although your magic resistance
       increases with your level to an extent determined by  your  character's
       race,  the  creatures you will meet deeper in the dungeon are better at
       casting spells and are more likely to be able to affect you. MR	is  an
       internal variable, so you can't see what yours is.

       Sometimes characters will be able to use special abilities, for example
       the Naga's ability to spit poison or the magical power to turn  invisi‐
       ble granted by a ring. These are accessed through the 'a' command.

       RELIGION

       There  are  a number of Gods, Demons and other assorted Powers who will
       accept your character's worship, and  sometimes	give  out  favours  in
       exchange. You can use the '^' command to check the requirements of who‐
       ever it is that you worship, and if you find religion to be an inconve‐
       nience  you  can	 always renounce your faith (use the 'a' command - but
       some Gods resent being scorned!).

       The 'p' command lets you pray to your God. Anything you do while	 pray‐
       ing, you do in your God's name - this is how you dedicate your kills or
       corpse- sacrifices ('D' command) to your God, for example. Praying also
       gives  you  a  sense of what your God thinks of you, and can be used to
       sacrifice things at altars.

       To use any powers which your God deems you fit for, access  the	abili‐
       ties menu with the 'a' command; God-given abilities are listed as invo‐
       cations.

       Some classes start out religious; others have to pray at	 an  altar  to
       dedicate	 themselves to a life of servitude. There are altars scattered
       all over the dungeon, and your character has heard rumours of a special
       temple somewhere near the surface.

       MUTATIONS

       Although it would doubtless be a nice thing if you could remain geneti‐
       cally pure, there are too many toxic wastes and mutagenic radiations in
       the  Dungeon  for that to be possible. If your character is so affected
       by these that he or she undergoes physiological change, you can use the
       'A'  command to see how much of a freak they've become and the 'a' com‐
       mand to activate any mutations which can be controlled.

       You can also become mutated by overusing certain powerful enchantments,
       particularly Haste (not the kind you get from being berserk) and Invis‐
       ibility, as your system absorbs too much magical energy - but you would
       have  to	 spend	almost	all  of	 your  time  hasted or invisible to be
       affected. However, some powerful items radiate dangerous levels of mag‐
       ical energy. More often than not, the mutations caused by magical radi‐
       ations express harmfully.

       Any demonic powers your character may have are listed in red; these are
       permanent and can never be removed. If one of your powers has been aug‐
       mented by a mutation, it is displayed in a lighter red colour.

       EXPLORING THE DUNGEON

       You can make your character walk around with the numeric	 keypad	 (turn
       numlock	off)  or the "Rogue" keys (hjklbnyu). If this is too slow, you
       can make your character walk repeatedly by typing shift	and  a	direc‐
       tion.  They will walk in that direction until any of a number of things
       happen: a hostile monster is visible on the screen, a message  is  sent
       to  the message window for any reason, you type a key, or you are about
       to step on anything other than normal floor or an undiscovered trap and
       it is not your first move of the long walk. Note that this is function‐
       ally equivalent to just pressing the direction key several times.

       If you press shift and '5' on the numeric keypad (or  just  the	number
       '5' on the keyboard) you rest for 100 turns or until your hit points or
       magic return to full, whichever is sooner. You can rest	for  just  one
       turn  by	 pressing '.', delete, 's', or '5' on the keypad. Whenever you
       are resting, you are assumed to be observing your surroundings, so  you
       have a chance of detecting any traps or secret doors adjacent to you.

       The  section of the viewing window which is coloured (with the '@' rep‐
       resenting you at the centre) is what you can see around you.  The  dark
       grey  around  it	 is the parts of the level which you have visited, but
       cannot currently see. The various dungeon features, and typing '?' when
       the cursor is over a monster brings up a short description of that mon‐
       ster (these are all rather sketchy; I'll write better descriptions when
       I  have	time). You can get a map of the whole level (which shows where
       you've already been) by typing the 'X' key.  This map specially colour-
       codes stairs and known traps, even if something is on top of them.

       You  can make your way between levels by using staircases, which appear
       as '>' (down) and '<' (up), by pressing the '>' or  '<'	keys.  If  you
       ascend  an  up  staircase on level one, you will leave the dungeon for‐
       ever; if you are carrying the magical Orb of Zot, you win the  game  by
       doing this.

       Occasionally  you  will	find  an archway; these lead to special places
       like shops, magical labyrinths, and Hell. Depending on  which  type  of
       archway it is, you can enter it by typing '<' or '>'.

       Doors  can  be opened with the 'o' command and closed with the 'c' com‐
       mand.  Pressing control plus a direction also opens doors. If there  is
       no  closed  door in the indicated space, you will attempt to attack any
       monster which may be standing there (this is the only way to  attack  a
       friendly	 creature  hand-to-  hand). If there is no creature there, you
       will attempt to disarm any trap in  the	target	square.	 If  there  is
       apparently nothing there you will still attack it, just in case there's
       something invisible lurking around.

       A variety of dangerous and irritating traps are hidden around the  dun‐
       geon.   Traps look like normal floor until discovered (usually by acti‐
       vating them). A discovered trap can be disarmed with the control-direc‐
       tion commands, although not all traps can be affected in this way.

       When  you are in a shop, you are given a list of the shopkeeper's stock
       from which to choose, and a list of instructions.  You  can  leave  the
       shop  and even the level and come back later if you want. Unfortunately
       the shopkeepers all have an enterprise bargaining  agreement  with  the
       dungeon	teamsters  union which prevents them using non-union labour to
       obtain stock, so you can't sell anything in a shop (but what shopkeeper
       would trust a scummy adventurer like you, anyway?).

       You  goal  is  to  locate  the Orb of Zot, which is held somewhere deep
       beneath the world's surface. The Orb is an ancient and incredibly  pow‐
       erful  artefact,	 and the legends promise great things for anyone brave
       enough to extract it from the fearsome Dungeon. Some  believe  it  will
       grant  immortality  or  even godhood to the one who carries it into the
       sunlight; many undead creatures seek  it	 in  the  hope	that  it  will
       restore them to life. Good luck!

       A  full list of the commands available to you can be accessed by typing
       '?'  (question mark). If you don't like them, they can  be  changed  by
       the use of:

       MACROS/KEYMAPS

       You  can	 change the keys used to perform specific functions by editing
       the macro.txt file (or creating a new one). The	K:  line  indicates  a
       key, and the A: line assigns another key to that key's function.

       You  can	 also redefine keys in-game with the ` key, and save them with
       the ~ key.

       (Thanks to Juho Snellman for this patch)

       ITEMS

       In the dungeons of Crawl there are many different kinds of  normal  and
       magical	artefacts  to be found and used. Some of them are useful, some
       are nasty, and some give you great power, but at a  price.  Some	 items
       are  unique; these have interesting properties which can make your life
       rather bizarre for a while.  They all  fall  into  several  classes  of
       items, each of which is used in a different way. Here is a general list
       of what you might find in the course of your adventures:

       WEAPONS

       These are rather important. You will find a variety of weapons  in  the
       dungeon,	 ranging from small and quick daggers to huge, cumbersome bat‐
       tleaxes and pole- arms. Each type of weapon does a differing amount  of
       damage,	has a different chance of hitting its target, and takes a dif‐
       ferent amount of time to swing.	You should choose your	weapons	 care‐
       fully;  trying  to  hit	a  bat with a greatsword is about as clever as
       bashing a dragon with a club. For this reason it is wise to have a good
       mixture of weapon skills. Skills affect damage, accuracy and speed.

       Weapons	can  be	 enchanted; when they are identified, they have values
       which tell you how much more effective they  are	 than  an  unenchanted
       version.	 The first number is the enchantment to-hit, which affects the
       weapon's accuracy, and the second is its	 damage	 enchantment;  weapons
       which are not enchanted are simply '+0'. Some weapons also have special
       magical effects which make them very effective in  certain  situations.
       Some  types  of	hand weapon (especially daggers, spears and hand axes)
       are quite effective when thrown. You can wield  weapons	with  the  'w'
       command,	 which	is a very quick action. If for some reason you want to
       go bare-handed, type 'w' followed by a hyphen ('-'). Note that  weapons
       are not the only class of item which you can wield.

       The ' key is a shortcut which automatically wields item a. If item a is
       being wielded, it causes you to wield item b instead, if possible.  Try
       assigning  the  letter  a  to your primary weapon, and b to your bow or
       something else you need to wield only sometimes. Note that this is just
       a  typing  shortcut and is not functionally different to wielding these
       items normally.

       AMMUNITION

       If you would rather pick off monsters from a safe  distance,  you  will
       need  ammunition for your sling or bow. Darts are effective when simply
       thrown; other kinds of ammunition require you to wield  an  appropriate
       device  to  inflict  worthwhile	damage. Ammunition has only one "plus"
       value, which affects both accuracy and damage. If you  have  ammunition
       suitable	 for  what  you	 are wielding, the 'f' command will choose the
       first lot in your inventory, or you can use the 't'  command  to	 throw
       anything.  If  you  are	using  the right kind of hand weapon, you will
       "shoot" the ammunition, otherwise you "throw" it.

       When throwing something, you are asked for a direction. You can	either
       enter  one  of  the directions on your keypad, or type '*' and move the
       cursor over your target if they are not in a direct line with you. When
       the cursor is on them, press '.' (period) or delete to target them (you
       can also target an empty space if you want). If you press  '>'  instead
       of   '.', the missile will stop at that space even if it misses, and if
       the target space is water, it may hit anything which might  be  lurking
       beneath	the  surface  (which would otherwise be missed completely). If
       you type '.' (or del) instead of a direction or '*', or if  you	target
       yourself as described above, you throw whatever it is at yourself (this
       can be useful when zapping some wands; see later). Also,	 if  you  type
       'p' instead of a direction or '*', you will target your previous target
       (if still possible).

       ARMOUR

       This is also rather important. When worn,  most	armour	improves  your
       Armour  Class, which decreases the amount of damage you take when some‐
       thing injures you. Unfortunately the heavier types of armour also  ham‐
       per  your movement, making it easier for monsters to hit you (ie reduc‐
       ing your evasion score) and making it harder for you to	hit  monsters.
       These  effect  can  be  mitigated by a high Armour skill. Wearing heavy
       armour also increases your chances  of  miscasting  spells,  an	effect
       which is not reduced by your Armour skill.

       A  Shield normally affects neither your AC or your evasion, but it lets
       you block some of the attacks aimed at you and absorbs some of the dam‐
       age  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.

       Some  magical  armours  have special powers. These powers are sometimes
       automatic, affecting you whenever you wear the  armour,	and  sometimes
       must be activated with the 'a' command.

       You  can wear armour with the 'W' command, and take it off with the 'T'
       command.

       FOOD

       This is extremely important. You can find many different kinds of  food
       in  the dungeon. If you don't eat when you get hungry, you will eventu‐
       ally die of starvation. Fighting, carrying heavy loads, casting spells,
       and  using some magical items will make you hungry. When you are starv‐
       ing you fight less effectively as well. You can eat food with  the  'e'
       command.

       MAGICAL SCROLLS

       Scrolls have many different magical spells enscribed on them, some good
       and some bad. One of the most useful scrolls is the scroll of identify,
       which  will  tell  you the function of any item you have in your inven‐
       tory; save these up for the more powerful and inscrutable magic	items,
       like  rings.  You can read scrolls (and by doing so invoke their magic)
       with the 'r' command.

       MAGICAL POTIONS

       While scrolls tend to affect your equipment or your  environment,  most
       potions	affect your character in some way. The most common type is the
       simple healing potion, which restores some hit points,  but  there  are
       many other varieties of potions to be found. Try to avoid drinking poi‐
       sonous potions! Potions can be quaffed (drunk) with the 'q' command.

       WANDS

       Sometimes you will be lucky enough  to  find  a	stick  which  contains
       stored  magical	energies. Wands each have a certain amount of charges,
       and a wand will cease to function when its charges run  out.  You  must
       identify	 a wand to find out how many uses it has left. Wands are aimed
       in the same way as missile weapons, and you can invoke the power	 of  a
       wand by 'z'apping it.

       RINGS

       Magical	rings  are among the most useful of the items you will find in
       the dungeon, but can also be some of the most hazardous. They  transfer
       various	magical	 abilities  onto their wearer, but powerful rings like
       rings of regeneration or invisibility make you hunger very quickly when
       activated.  You	can put on rings with the 'P' command, and remove them
       by typing 'R'. You can wear up to two rings simultaneously, one on each
       hand;  which hand you put a ring on is immaterial to its function. Some
       rings function automatically, while others require activation (the  'a'
       command).

       Amulets	are  similar  to  rings, but have a different range of effects
       (which tend to be more subtle). Amulets are worn around the  neck,  and
       you can wear only one at a time.

       STAVES

       There  are  a number of types of magical staves. Some enhance your gen‐
       eral spellcasting ability, while some greatly increase the power	 of  a
       certain	class  of  spells (and possibly reduce your effectiveness with
       others). Some are spell staves, and hold	 spells	 which	you  can  cast
       without having to memorise them first, and also without consuming food.
       You must wield a staff like a weapon in order to gain from  its	power,
       and  magical  staves  are  as  effective as +0 quarterstaves in combat.
       Spell staves can be Invoked with the 'I' command while you are wielding
       them.

       BOOKS

       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' com‐
       mand. Some books have other special effects, and some  powerful	spell‐
       books  have  been  known	 to punish the attentions of incompetent magi‐
       cians.

       CARRION

       If you manage to kill a monster delicately enough to  avoid  scattering
       bits  of	 it  around  the room, it may leave a corpse behind for you to
       play with. Despite the fact that corpses are represented	 by  the  same
       '%'  sign  as  food, you can't eat them without first cutting them into
       pieces with the 'D' command, and being extremely hungry helps as	 well.
       Even then, you should choose your homemade food with great care.

       MISCELLANEOUS

       These  are  items which don't fall into any other category. You can use
       many of them by wielding and 'I'nvoking them. You  can  also  use  some
       other  special  items  (such  as some weapons) by invoking them in this
       way.

       You pick items up with the ',' (comma) command and drop them  with  the
       'd'rop  command. When you are given a prompt like "drop which item?" or
       "pick up <x>?", if you type a number before either the  letter  of  the
       item, or 'y' or

       Typing  'i'  gives  you an inventory of what you are carrying. When you
       are given a prompt like "Throw [or wield, wear, etc] which item?",  you
       can  type  the letter of the item, or you can type '?' or '*' to get an
       inventory list. '?' lists all appropriate items, while  '*'  lists  all
       items,  appropriate  or	not.  When  the	 inventory  screen  is showing
       "-more-", to show you that there is another page of items, you can type
       the letter of the item you want instead of space or enter.

       You  can	 use the adjust command (the '=' key) to change the letters to
       which your possessions are assigned. This command can be used to change
       spell letters as well.

       Some  items  can be stickycursed, in which case they weld themselves to
       your body when you use them. Such items usually carry some kind of dis‐
       advantage:  a  weapon or armour may be damaged or negatively enchanted,
       while rings can have all manner of unpleasant effects on	 you.  If  you
       are lucky, you might find magic which can rid you of cursed items.

       Items like scrolls, potions and some other types each have a character‐
       istic, 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.

       SPELLCASTING

       Magical	spells	are a very important part of surviving in the dungeon.
       Every character class can make use of magical  spells,  although	 those
       who  enter  the dungeon without magical skills must practise by reading
       scrolls before they can attempt spellcasting.

       Spells are stored in books, which you will  occasionally	 find  in  the
       dungeon.	  Each	spell  has  a Level, which denotes the amount of skill
       required to use it as well as indicating how powerful it	 may  be.  You
       can  only  memorise  a  certain number of levels of spells; type 'M' to
       find out how many. When you gain experience levels,  you	 can  memorise
       more,  and  you will need to save up for several levels to memorise the
       more powerful spells. When you cast a  spell,  you  temporarily	expend
       some of your magical energy as well as becoming hungrier (although more
       powerful spellcasters hunger less quickly from using magic).

       High level spells are difficult to cast, and you may miscast them every
       once  in	 a while (resulting in a waste of magic and possibly dangerous
       side- effects). Your chance of failing to cast a spell properly depends
       on  your	 your  skills,	your  intelligence, the level of the spell and
       whether you are wearing heavy armour. Failing to cast a spell exercises
       your spell skills, but not by as much as casting it successfully.

       Many  of	 the  more  powerful  spells carry disadvantages or risks; you
       should read the spell description (obtained by reading the spellbook in
       which you found the spell) before casting anything.

       Some  spells  are  directional, and require you to enter a direction in
       the same way as you would when shooting a missile or  zapping  a	 wand.
       Some spells require the proper materials to be present before they will
       work; for example, to animate a skeleton with  the  necromantic	spell,
       you  must  stand on a space where a skeleton is on the top of the stack
       of items.

       Be careful of magic-using enemies! Some of them can use magic  just  as
       well as you, if not better, and often use it intelligently.

       MONSTERS

       In  the	caverns	 of Crawl, you will find a great variety of creatures,
       many of whom would very much like to eat you. To stop them doing	 this,
       you  will need to fight. To attack a monster, stand next to it and move
       in its direction; this makes you attack it with your wielded weapon. Of
       course,	some  monsters	are  just too nasty to beat, and you will find
       that discretion is often the better part of valour.

       Some monsters can be friendly; friendly monsters will follow you around
       and fight on your behalf (you gain 1/2 the normal experience points for
       any kills they make). You can command your allies using	the  '!'  key,
       which lets you either shout to attract them or tell them who to attack.

ENVIRONMENT VARIABLES
       CRAWL_NAME
	      Default name for your character.

       CRAWL_PIZZA
	      Your favourite pizza topping.

       CRAWL_DIR
	      The directory where your macros and character dumps are stored.

       CRAWL_RC
	      A pointer to the file containing your default settings.

FILES
       /usr/lib/games/crawl/bone*
	      The bones files.

       /usr/lib/games/crawl/score
	      The high score list.

       $CRAWL_DIR/macro.txt
	      The macro resource file.

       $CRAWL_DIR/morgue.txt
	      A character dump of your last death.

       $CRAWL_RC, $CRAWL_DIR/init.txt, $HOME/.crawlrc
	      Default settings.

BUGS
       Lots.

       Avoid the labyrinth... you may not be able to get out.

AUTHORS
       Copyright 1997, 1998, 1999 Linley Henzell

				 02 April 2001			      crawl(6)
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