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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 com-
     pletely  new  to  this  kind of game, it may be worth your while to read at
     least part (although it will probably confuse you somewhat), otherwise  you
     should  probably  just dive into the game and use the '?' command 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 at-
     tributes (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 advancement; Your rate of  skill  ad-
     vancement.

     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 fight-
     ing  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  similar  to
     common  elves  in most respects, but their strengths and weaknesses 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 necro-
     mancy.

     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 ad-
     vance 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 es-
     pecially 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 ex-
     cellent 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 conjura-
     tions, but they are worse than humans at the conjurations skill.  They  ad-
     vance in levels at a similar rate to common elves.

     Mountain  dwarves are almost as robust as hill dwarves and have similar ap-
     titudes, 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  corrode
     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 dodging and stabbing, but
     are poor at most types of magic (except enchantments  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 par-
     ticularly good).  They are poor at using most types of magic with	the  ex-
     ception of conjurations and necromancy. 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 excel-
     lent 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 carnivorous 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 re-
     venge, redemption, or just because they want to. Being undead, they are im-
     mune 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 can-
     not 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 poi-
     sons, can see invisible creatures, and have tough skin, but their tails are
     relatively slow and cannot move them around as quickly as can  other  crea-
     tures'  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 ex-
     perience 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 experi-
     ence 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 physical
     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 terrible
     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 approx-
     imately 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 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 in-
     cluding  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 ex-
     tremely 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  avail-
     able 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  lit-
     tle  physical  resilience, and are terrible at destructive magic - conjura-
     tions, 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.   Mino-
     taurs  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  demonspawn
     may  be  indistinguishable from those of pure mortal stock, they often grow
     horns, scales or other unusual features. Powerful members of this class  of
     beings  also develop a range of unholy abilities, which are listed as muta-
     tions (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  preferred,  espe-
     cially 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 difficulties.

     Kenku are an ancient and  feared  race  of  bird-people  with  a  legendary
     propensity for violence. They are experts at all forms of fighting, includ-
     ing  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 elemental 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' abili-
     ties 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  charac-
     ters.   Although  each has its own strengths and weaknesses, some are defi-
     nitely 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  dif-
     ferent  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 conjura-
     tion 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  enchantments
     offer  a  wide range of very handy effects. As there are no useful enchant-
     ment spells of the first level, the Enchanter begins with a  random  attack
     spell and has a magic wand to help survive until he or she can start learn-
     ing  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  crea-
     tures,  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 ele-
     mental 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. Poi-
     son 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 abilities
     of the Fighter and the Priest. He or she enters the dungeon with a sword, a
     shield, a robe, and a healing potion.

     The 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 worthy)  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  magical
     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 pow-
     ers, but can gain far greater abilities in the long run.

     The Reaver is a warrior who has some aptitude with the  magic  of	destruc-
     tion.

     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 character 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 pressing  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 lev-
     els  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 unassigned 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; be-
     ing 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  expe-
     rience) 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 at-
     tacks (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). Un-
     armed combat is particularly difficult to use in combination with heavy ar-
     mour, 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 num-
     ber 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 reading and reciting
     the  spells  inscribed on magical scrolls (this stops being useful once you
     reach level one in Spellcasting).

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

     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 mutu-
     ally 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 prob-
     lem. 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  (al-
     though 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  followers  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  initially
     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 ability
     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 calcu-
     lation 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 unpleas-
     ant 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 enchantments
     and similar magic directed at you. Although your magic resistance increases
     with your level to an extent determined by your character's race, the crea-
     tures  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 invisible
     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  ac-
     cept  your character's worship, and sometimes give out favours in exchange.
     You can use the '^' command to check the requirements of whoever it is that
     you worship, and if you find religion to be an inconvenience 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 praying,
     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  abilities
     menu with the 'a' command; God-given abilities are listed as invocations.

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

     MUTATIONS

     Although it would doubtless be a nice thing if you could remain genetically
     pure, there are too many toxic wastes and mutagenic radiations in the  Dun-
     geon  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' command 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 Invisibil-
     ity, 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 magical energy. More  often
     than not, the mutations caused by magical radiations 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 num-
     lock off) or the "Rogue" keys (hjklbnyu). If this is too slow, you can make
     your character walk repeatedly by typing shift and a direction.  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 functionally 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  re-
     turn to full, whichever is sooner. You can rest for just one turn by press-
     ing  '.',	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  de-
     tecting any traps or secret doors adjacent to you.

     The  section  of  the viewing window which is coloured (with the '@' repre-
     senting 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 cur-
     rently see. The various dungeon features, and typing '?' when the cursor is
     over a monster brings up a short description of that monster (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 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' command.
     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	dungeon.
     Traps look like normal floor until discovered (usually by activating them).
     A	discovered trap can be disarmed with the control-direction commands, al-
     though 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 shopkeep-
     ers  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 ad-
     venturer 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  powerful  arte-
     fact,  and  the legends promise great things for anyone brave enough to ex-
     tract 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 magi-
     cal  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  dun-
     geon,  ranging  from small and quick daggers to huge, cumbersome battleaxes
     and pole- arms. Each type of weapon does a differing amount of damage,  has
     a	different  chance of hitting its target, and takes a different amount of
     time to swing.  You should choose your weapons carefully; trying to  hit  a
     bat  with	a greatsword is about as clever as bashing a dragon with a club.
     For this reason it is wise to have a good mixture of weapon skills.  Skills
     affect damage, accuracy and speed.

     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 accu-
     racy, and the second is its damage enchantment; weapons which are	not  en-
     chanted  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 be-
     ing wielded, it causes you to wield item b instead, if  possible.	Try  as-
     signing 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  nor-
     mally.

     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 in-
     flict  worthwhile	damage.  Ammunition has only one "plus" value, which af-
     fects both accuracy and damage. If you have ammunition  suitable  for  what
     you  are wielding, the 'f' command will choose the first lot in your inven-
     tory, 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  en-
     ter  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  tar-
     get an empty space if you want). If you press '>' instead of  '.', the mis-
     sile  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) in-
     stead 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 something injures
     you.  Unfortunately  the heavier types of armour also hamper your movement,
     making it easier for monsters to hit you (ie reducing 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  damage  you
     would otherwise receive from things like dragon breath and lightning bolts.
     Wearing  a  shield  (especially a large shield) makes you less effective in
     hand combat.

     Some magical armours have special powers. These powers are sometimes  auto-
     matic,  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' com-
     mand.

     FOOD

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

     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 inventory; save
     these up for the more powerful and inscrutable magic items, like rings. You
     can read scrolls (and by doing so invoke their magic) with the 'r' command.

     MAGICAL POTIONS

     While scrolls tend to affect your equipment or your environment,  most  po-
     tions 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 poisonous	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 re-
     generation 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  automati-
     cally, 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  general
     spellcasting  ability,  while  some greatly increase the power of a certain
     class of spells (and possibly reduce your effectiveness with others).  Some
     are spell staves, and hold spells which you can cast without having to mem-
     orise  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' command. Some books
     have other special effects, and some powerful spellbooks have been known to
     punish the attentions of incompetent magicians.

     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' com-
     mand, 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  spe-
     cial 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, appropri-
     ate 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 disadvantage:
     a	weapon or armour may be damaged or negatively enchanted, while rings can
     have all manner of unpleasant effects on you. If you are lucky,  you  might
     find magic which can rid you of cursed items.

     Items  like  scrolls, potions and some other types each have a characteris-
     tic, 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 an-
     other 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 cur-
     rent 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  dun-
     geon.   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  memo-
     rise  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 direc-
     tion;  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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