Skip site navigation (1)Skip section navigation (2)

FreeBSD Manual Pages

  
 
  

home | help
crawl(6)			 Games Manual			      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 af-
       fects 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  in-
       crease  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 hu-
       mans, and advance in experience a bit more slowly as well. They are es-
       pecially	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  ex-
       cept 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 ex-
       ception 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  hu-
       mans.

       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  in-
       crease  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  un-
       able  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 im-
       mune 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. Be-
       cause 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 ap-
       proximately  human-sized, with wings, tails and scaly skins. Draconians
       start out in an immature	form with brown	scales,	but as	they  grow  in
       power  they take	on a variety of	colours. Some types of draconians have
       breath weapons. Because of their	decidedly non-human shapes, draconians
       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 ex-
       cellent 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 di-
       vine  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 en-
       ergy.   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, in-
       cluding	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 po-
       tions), 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 de-
       struction.

       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 re-
       ceive 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  im-
       prove 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  re-
       serves 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  in-
       creases 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)  di-
       rectly,	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  un-
       pleasant	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 ex-
       change. 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 af-
       fected. However,	some powerful items radiate dangerous levels of	 magi-
       cal energy. More	often than not,	the mutations caused by	magical	radia-
       tions 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 as-
       cend an up staircase on level one, you will leave the dungeon  forever;
       if  you	are carrying the magical Orb of	Zot, you win the game by doing
       this.

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

       Doors can be opened with	the 'o'	command	and closed with	the  'c'  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 ap-
       parently	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  be-
       neath  the world's surface. The Orb is an ancient and incredibly	power-
       ful 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 re-
       store 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 Ar-
       mour 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 ar-
       mour 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  de-
       scription  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 be-
       tween 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 re-
       quired  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	power-
       ful 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)

Want to link to this manual page? Use this URL:
<https://man.freebsd.org/cgi/man.cgi?query=dungeoncrawl&sektion=6&manpath=FreeBSD+Ports+15.0>

home | help