                       DUNGEON CRAWL Stone Soup
                            - the manual -

Contents
--------
A.      Overview
B.      Starting screen
C.      Attributes and stats
D.      Exploring the dungeon
E.      Experience and skills
F.      Monsters
G.      Items
H.      Spellcasting
I.      Targeting
J.      Religion
K.      Mutations
L.      Licence, contact, history
M.      Macros, options, performance
N.      Philosophy (pas de faq)

Appendices
1.      List of character species
2.      List of character backgrounds
3.      List of skills
4.      List of keys and commands
5.      List of enchantments
6.      Inscriptions


------------------------------------------------------------------------
A.                                OVERVIEW
------------------------------------------------------------------------

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.

If you have never played Crawl (or a similar game) before, you may want to
pick the tutorial from the starting menu. The tutorial explains the
interface in five easy lessons. Once you're familiar with the controls, you
may want to play a few games in hints mode.

Detailed instructions for playing Crawl follow. To simplify this manual, we
assume that you use the standard distribution and that you've not changed
the default options. If you don't want to read the whole manual and would
prefer a short summary of the important points, look at the quick-start
guide (quickstart.txt) and learn as you play.

You can also read these documents while playing Crawl by hitting '?' at the
help menu. There is also a list of frequently asked questions about
gameplay and design, best accessed by pressing '?Q' in the game.

While Dungeon Crawl is strictly a single player game, you can play on a
server together with many others. These are the relevant webpage and telnet
and ssh addresses (akrasiac.org is situated in North America, while
develz.org is located in Europe):


akrasiac.org
  http://crawl.akrasiac.org
  telnet:  crawl.develz.org
  ssh:     joshua@crawl.akrasiac.org (password joshua)

develz.org
  http//crawl.develz.org
  telnet:  crawl.develz.org:345

Connecting to these servers opens up several interesting options. You can:
  * watch other players, and even communicate with them
  * view your past games or those of others
  * meet ghosts of other players
  * compete using a common score list
  * take part in an annual tournament
  * play the most recent development version on crawl.develz.org

The servers carry no guarantees, though they are pretty much always running
and no one has lost their save file yet. :) More information is available
at the URLs above.

There is also a lively IRC channel dedicated to Crawl at ##crawl on
freenode. You can ask for help and there will always be someone to
supervise your game and give hints if you happen to play on a server.

------------------------------------------------------------------------
B.                             STARTING SCREEN
------------------------------------------------------------------------

After starting Crawl, you'll be asked to type in a name. Press Enter if you
wish to choose a name after deciding on the species and background of your
new character. The full list of saved games is also displayed, which you
can navigate with the cursor Up and Down keys, and entering a name that is
already attached to a save game will continue that game. Otherwise, enter a
new name, and you will proceed to choose a species and background for a new
character.

You can make these two choices in either order, and you can randomise your
choice of background, species, or both if you would rather have the game
decide for you. If both are randomised, you will be prompted with the
chosen combination before the game starts.

The choice of species affects several important characteristics, in
particular the speed at which you learn different skills. This is very
important, and helps to clearly differentiate the many available species.
The following factors are species-dependent:

Major:
  * Your rate of level advancement
  * Your rate of skill advancement
  * Your initial primary attributes (this also depends on background)
  * Various special abilities, powers and limitations

Minor:
  *  Occasional bonus points added to some primary attributes
  *  The amount of hit points you get each level
  *  The amount of magic points you get each level
  *  Your initial equipment (this also depends on background)

Note:  Humans are the average to which all other species are compared.

The choice of character background is definitely less decisive than that of
species in Crawl. Basically, the background determines what the character
has learned prior to entering the dungeon (i.e. the starting skills), and
also helps determine equipment and hit/magic points at start.

Some species are slower than humans in most or all skills. For some
backgrounds these species may seem to have very few starting skills because
they haven't quite earned the first level of several of their skills
(Centaurs are often subject to this and non-human Wanderers can appear to
start with no skills at all). This isn't a bug or an oversight; these
species are just particularly weaker than humans with these backgrounds.
They may have other advantages beyond skill development, though in some
cases they may not.

You will notice that a different set of backgrounds will be recommended
(light grey) for each species. Although you are free to pick any background
with almost any species (the only restrictions are for backgrounds that
feature a religion that may not be open to all species), looking at the
recommended combinations should give you a rough impression of the
weaknesses and strengths of the different species.

For some combinations of species and background, you must make further
choices before starting the game. For example, you must pick a starting
weapon for Gladiators and a magical device for Artificers.

When you start a new character (or load an old one) and want to get a rough
impression, you may examine it with the following commands:

A
  shows any peculiarities like unusual speed or eating behaviours

m
  shows your skills and lets you switch off some if wanted

i
  the equipment

^
  the text for your god, should you have started with a religion

%
  a general, if terse, overview of your gear and most attributes

Ctrl-O
  an overview of the part of the dungeon you discovered so far

------------------------------------------------------------------------
C.                          ATTRIBUTES AND STATS
------------------------------------------------------------------------

The stat area to the right of the playing map shows a lot of information.
It starts with the character's name and title (determined by the
character's highest skill), followed by a line listing the species. If the
character worships a god, the name of the deity is also listed in the
second line, together with an indicator of piety. Below these two lines
follow a lot of numbers. These describe different aspects of the hero.

Health
  A measure of life force. Synonymous with hit points and sometimes
  abbreviated as HP. You die if your health drops to zero or less (although
  you can die in other ways, too). The main screen shows hit points in a
  particular format. If your character's Health is displayed as 'Health:
  8/10', Crawl is actually showing that your character's maximum hit points
  are 10, while the character currently has 8. Usually, you regain hit
  points slowly over time. Pressing '5' or Shift-Num-5 lets you wait for a
  longer period. Some very battle-fixated characters may end up with more
  than 250 hit points, yet some spellcasters are known to have finished the
  game victorious with less than 100.

Magic
  A measure of magic or other intrinsic power. This is used primarily for
  spellcasting, but is sometimes also used for the evoking and invoking of
  many other special abilities. They are displayed in the same way as hit
  points; nothing bad happens if these drop to zero, except, of course,
  that you can't cast any spells. Resting restores these, too. It is
  uncommon to have more than 50 magic points (without using external
  devices).

Next come your defences. For all of them, more is better.

Armour Class
  Abbreviated to "AC". When something injures you, your AC reduces the
  amount of damage you suffer.

Evasion
  Abbreviated to "EV". This helps you avoid being hit by unpleasant things
  (but will not reduce the amount of damage you suffer if you do get hit).

Shield
  Abbreviated to "SH". This number is a measure of how good your shield (if
  any) is at blocking attacks.

Your hero's primary attributes are Strength, Dexterity, Intelligence:

Strength
  Abbreviated to "Str". Affects how much stuff you can carry and also your
  ability to use heavy armours effectively.

Intelligence
  Abbreviated to "Int". Affects how well you can cast spells as well as how
  much nutrition spellcasting takes. Your ability to use some magical items
  is also influenced by your intelligence.

Dexterity
  Abbreviated to "Dex". Affects your ability to dodge attacks aimed at you,
  your general effectiveness with missile weapons, and your ability to use
  thiefly skills such as backstabbing and disarming traps.

They grow permanently from gaining levels, and may increase or decrease
temporarily from mutations or using appropriate artefacts or abilities.

If any one of these drops to zero for some reason, you will not die
immediately. But you will experience very unpleasant effects: running
around with no strength or intelligence is going to cause you problems
before long.

Upon gaining levels 3, 6, 9, etc., you may choose an attribute to raise.
Most species gain additional attributes at some levels, with the frequency
and the attribute to be increased determined by species.

The next numbers shown are Experience and the (dungeon) Level:

Experience Level
  Abbreviated to "XL". Starting characters have experience level 1; the
  highest possible level is 27. Gaining a level nets additional hit and
  magic points, and will sometimes grant spell slots or primary attributes
  (see below).

Place
  This shows the branch you are currently in, as well as the level within
  the branch. The starting branch is called Dungeon, so that the place
  information will read "Dungeon:1" for a new character.

There are some additional stats that aren't as important on a turn to turn
basis and thus aren't listed in the main stats area. They can easily be
checked with the '@' or '%' commands, though.

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 species, 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, but you can get a rough idea by pressing '@' or
  '%'.

Stealth
  Another internal variable like Magic Resistance. First, there is a
  Stealth skill which every character can learn (but again, the different
  species' aptitudes for this vary greatly). Next, some armours affect
  stealth in a positive way (all Elven pieces are notable in this regard),
  while heavy armours will hamper it. High stealth allows your character to
  move through the dungeon undetected.

There are many ailments or enchantments that can temporarily befall you.
These are noted in the stats area below the experience line. Many of them
are self-explanatory, like Pray or Hungry. Many others, however, can be
subtle, and a full list with explanations is given in Appendix 5. "List of
Enchantments".

Monsters within your field of vision are listed on a special panel, the
monster list. Single monsters also get indicators of their health status in
the form of a coloured box, and also on effects they enjoy or suffer from;
additionally, for those who worship The Shining One, monsters whom it would
be unchivalric to attack have their name and effect status coloured red.
Within target mode you can directly target single monsters by use of the
monster list. Use 'Ctrl-L' to toggle this.

Sometimes characters will be able to use special abilities, e.g. 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.

------------------------------------------------------------------------
D.                          EXPLORING THE DUNGEON
------------------------------------------------------------------------

Movement
========================================

You can make your character walk around with the numeric keypad (try both
Numlock on and off) or the "Rogue" keys (hjklyubn). If this is too slow,
you can make your character walk repeatedly by pressing Shift and a
direction; alternatively, press '/' followed by a direction. You 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 press 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.

Another convenient method for moving long distances is described in the
section on Automated Travel and Exploration below.

Resting and Searching
========================================

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 near you.

Resting stops if a monster appears or if you are otherwise interrupted.

Examining your surroundings
========================================

The section of the viewing window which is coloured (with the "@"
representing 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 'x' command lets you move the cursor around to get a
description of the various dungeon features, and typing 'v' when the cursor
is over a monster or feature brings up a short description of that monster,
as well as a short list of its various strengths, weaknesses, immunities,
etc. This is generally useful with monsters you've never encountered
before. You can get a map of the whole level (which shows where you've
already been) by typing 'X'.

You can see the full set of commands available while looking around by
pressing '?', both in the 'x' and 'X' modes.

Staircases and Portals
========================================

You can make your way between levels by using staircases, which appear as
">" (down) and "<" (up), by pressing the '>' or '<' keys. It is important
to know that most monsters adjacent to you will follow when you change
levels; this holds both for hostile and allied monsters. Notable exceptions
are zombies (and other mindless undead, who are too stupid to properly
operate stairs) and ghosts (who feel they belong to their level).

If you ascend an up staircase on level one, you will leave the dungeon
forever; if you are carrying the magical Orb of Zot, you win the game by
doing this. Otherwise, the game ends, and you lose.

Besides the dungeon you start in, Crawl's dungeon has many branches. All of
them are themed and host opponents of some special sort. It is not
mandatory to visit any particular branch, but you must explore some of
them: progress to the Realms of Zot (where the Orb is located) is only
possible for adventurers who have at least three magical runes of Zot. The
bottoms of several branches contain such runes.

Occasionally you will find an archway (displayed as "\" or as an actual
arch); these lead to special places like shops, mythical labyrinths, or
Hell. You can enter it by typing '<' or '>'. A few portals only accept one
of '<' and '>'.

Doors and Traps
========================================

Doors can usually be opened by just walking into them (there is an option
for disabling this); else this can also be done using the 'O' command. They
can be closed with the 'C' command. Pressing Ctrl plus a direction, or '*'
followed by a direction, will open/close doors, too.

If there is no door in the indicated space, both Ctrl-direction and
'*'-direction 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. Some traps can be disarmed
with the Ctrl-direction commands.

Shops
========================================

When you visit a shop, you are shown what the shopkeeper has in stock and
can choose what to buy. Unfortunately, the shopkeepers all have an
exclusive deal with the Guild of Dungeon Procurers which prevents them
using non-guild labour to obtain stock, so you can't sell anything in a
shop. (But then, what shopkeeper would buy stolen goods from a disreputable
adventurer, anyway?)

You can check your inventory and the items you've identified while you are
shopping, which may help to decide if you really need that expensive item.

To purchase one or more items, select them by pressing the letters of the
item in the shop menu and then press Enter to make the purchase; you can
examine stuff before you buy it by pressing '!' and then the letter of the
item.

If you've lost track of the shops in the dungeon, you can get a list of all
the shops you've found in the dungeon overview (use 'Ctrl-O').

You can also use the stash search: Hitting 'Ctrl-F' and searching for
"shop" will list all stores. The stash-search menu allows you travel
quickly to a particular shop; if you just want to know what's in the shop,
you can also examine the shop's inventory from the search menu without
having to travel all the way to the shop.

Some shops are antique stores that sell items of unknown provenance,
usually at a good discount. The dungeon overview screen displays these with
yellow glyphs.

If you're short on gold for some particularly interesting commodity, you
can place it onto your shopping list. The game will interrupt you when you
have collected enough gold to finally purchase an item on that list. You
can read the shopping list in the game with '$'.

Automated Travel and Exploration
========================================

Crawl has an extensive automated travel system: pressing 'G' (or also
'Ctrl-G') lets you choose any dungeon level; the game will then take the
shortest path to reach this destination. You can also use autotravel on the
level map ('X'): Move the cursor to the place where you want to go and hit
Enter. There are several shortcuts when choosing destinations: For example,
try '<' and '>' to quickly reach the staircases.

When your autotravel gets interrupted, Crawl will remember the previous
destination. Hitting 'G' or 'Ctrl-G' again and following with Enter puts
the cursor on that square. See Appendix 4. "List of Keys and Commands" for
all commands and shortcuts in level-map mode, or press 'G?' or 'X?' within
the game.

Another use of autotravel is exploration: 'o' makes your character move to
the nearest unexplored area. This can be dangerous - do not use it when
known hostiles are around! Also note that this algorithm does not attempt
any optimisation: By manual exploration you can save turns, but
auto-explore will usually save real time.

If you like the use of automated exploration, take note of the option
setting 'explore_greedy = true' (default setting) in the init file. This
will cause Crawl to run to and pick up all items seen which are on the
autopickup list. It also makes the character go to piles of items in order
to check their contents.

Stashes and Searching
========================================

Since you can only carry 52 items, you will occasionally want to stash
things away (by dropping them with the 'd' command). When you want to
search for something in your stashes, you can do this with the Find command
'Ctrl-F'. The parser even accepts regular expressions, although you will
mostly just need strings like 'mutation', 'heal wounds', etc. You will be
presented with a list of all places where objects matching the search are
(or have been) located; you can then travel there or examine the pile. The
Find command will also search in shop inventories. Furthermore, you can
search skills like 'long blades' (this will find all weapons training the
long blades skill) or general terms like 'shop', 'altar', 'portal',
'artefact', 'dart trap', etc. You can get help on finding by pressing '?'
at the prompt.

The Goal
========================================

Your 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
artefact, and the legends promise great things for anyone brave enough to
extract it from the fearsome Dungeon. Some say 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. But then,
some people will believe anything. Good luck!

Further Help
========================================

To access Crawl's help menu, press '?'. To get the list of all commands,
press '?' again. A different, more verbose description of the commands also
appears in Appendix 4. "List of Keys and Commands" of this text. Various
other help texts are available as well, including this manual. You can also
read the logbook from there by pressing ':'. Note that several commands
have their own help screens, among them are targeting ('f'), level map
('X'), travel ('G' or 'Ctrl-G') and searching ('Ctrl-F'); again, press '?'
when asked for input.

If you don't like the standard keyset (either because some keys do not work
properly, or because you want to decrease the amount of typing necessary),
you can use keymaps and macros. See macros_guide.txt in the docs/
directory, or read it from the in-game help menu.

------------------------------------------------------------------------
E.                          EXPERIENCE AND SKILLS
------------------------------------------------------------------------

When you kill monsters, you gain experience points (XP). You receive less
XP when friendly creatures took part in killing the monster. 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. Whenever you are curious about the total amount
of experience accumulated so far, or how much experience is needed to
advance to the next level, press 'E' or '%'.

Additionally, the experience you gain is used to train your skills. These
skills represent proficiency with all areas of endeavour an ambitious
adventurer might need in the dungeons. They range from different weapon
skills (both for close and ranged combat) to many magical skills and
several additional activities like Dodging or Stabbing. See Appendix 3.
"List  of Skills" for a detailed description of all skills present in
Crawl. The ease with which a character learns a skill depends solely on
species. These aptitudes are hinted at in the list of species (see Appendix
1. "List of Character Species"). For the curious, the full table can be
checked in aptitudes.txt (also from the help screen during play), though it
is not necessary to bother with the numbers in order to win!

You can see your character's skills by pressing the 'm' key; the higher the
level of a skill, the better you are at it. Almost all characters start
with a few skills already trained (which depends essentially on their
background), those which are not present have to be learned from scratch.
Each skill can go up to 27.

Each time your character gains experience points, those points will be used
to increase certain skills. There are two ways to assigning skills to
practise: one is an automatic mode, which puts experience points into the
skills you have used recently. The other one is a manual mode, where you
specifically select the skills to train. You can switch between the modes
by pressing '/' in the character skill screen ('m'); also be sure to read
that screen's help text should you want to tweak your skillset. Note to new
players: it is generally not necessary to finetune the skill selection.

You can elect not to practise a particular skill by selecting it in the
skill screen (making it turn dark grey). This means that the skill will
remain static and no experience points will be used to increase it. As a
consequence, more experience will be spent on your other skills (and thus
they will increase more quickly).

Occasionally you may find a manual of a skill which allows you to make
quick progress in this area. For a while after you read it, experience used
to practise the given skill will have twice the usual effect.

------------------------------------------------------------------------
F.                                MONSTERS
------------------------------------------------------------------------

In the caverns of Crawl, you will find a great variety of creatures, most
of which are displayed by capital or small letters of the alphabet. Many of
them would very much like to eat you. To stop them from doing this, you
will generally need to fight them. 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. Sneaky characters
are known to choose encounters to their liking.

There are several other less dangerous methods you can use to kill
monsters. Hunters and similarly oriented characters will prefer ranged
combat to mindless bashing. When wielding some launcher, the 'f' and 'F'
commands will fire appropriate missiles. See the section on Targeting in
the Items Chapter for more on this. Likewise, many magicians will prefer to
use spells from a safe distance. They can use the 'z' command to cast
spells previously memorised. Again, see the Targeting section.

Some monsters can be friendly; friendly monsters will follow you around and
fight on your behalf (but they gain some of the normal experience points
for any kills they make, so you get less). You can command your allies
using the 't' key, which lets you shout to attract them or tell them who to
attack, or else tell them to stay where they are or to follow you again.
You can also shout to get the attention of all monsters in range if, for
some reason, you want to do that. Your allied monsters may or may not pick
up items from the ground - you can set their behaviour with the 'Ctrl-T'
command.

Some special monsters are Uniques. You can identify a unique because he or
she will have a name and personality. Many of these come up with very nasty
ideas how to rid the dungeon of you. Treat them very carefully,
particularly if you meet one of them for the first time.

Other, even rarer, obstacles are statues. A variety of statues can appear,
ranging from harmless granite ones (who still often signify something of
interest) to really dreadful ones. Be alert whenever seeing such a statue.
The best method to destroy most statues is by using wands of
disintegration; you can also bash some of them into pieces by brute force,
however.

When playing Crawl, you will undoubtedly want to develop a feeling for the
different monster types. For example, some monsters leave edible corpses,
others don't, and still others do so sometimes. Likewise, ranged or magic
attackers will prove a different kind of threat from melee fighters. Learn
from past deaths and remember which monsters pose the most problems. If
particular monsters are giving you trouble, try to alter your tactics for
future encounters.

------------------------------------------------------------------------
G.                                  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 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, how these are displayed, and what commands
there are to use them:

=======  =============  ================================================
)        weapons        (use 'w'ield)
(        missiles       (use 'f'ire)
[        armour         (use 'W'ear and 'T'ake off)
%        food           (use 'e'at; also 'c'hop up corpses)
?        scrolls        (use 'r'ead)
!        potions        (use 'q'uaff)
/        wands          (use 'V' to evoke)
=        rings          (use 'P'ut on and 'R'emove)
"        amulets        (use 'P'ut on and 'R'emove)
\ or |  staves, rods   (use 'w'ield for staves; 'v' for evoking rods)
+ or :  spellbooks     (use 'r'ead and 'M'emorise and 'z'ap)
}        miscellaneous  (use 'V' for evoking from the inventory)
$        gold           (picking it up takes no turns)
=======  =============  ================================================

There are several general keys for item management:

d
  drop item; if you want to drop only some items from a stack (of arrows,
  for example), then press 'd' followed by a number and then the item's
  slot key

g
  pick up item from the ground (also with the comma key ','); for several
  items, press 'g' or ',' twice to get a pickup menu

=
  reassign item slot (works also for spell slots and abilities)

i
  shows inventory - pressing the key of an item shows additional
  information

{
  inscribe item (see Appendix 6. "Inscriptions")

\
  check list of already discovered items

Item usage
========================================

You pick up items with the 'g'et or ',' (comma) command, and drop them with
the 'd'rop command. When you are given a prompt like "drop which item?", if
you type a number before the letter of the item, you will drop that
quantity of the item (similarly when picking up). The same works if you
want to pick up only part of a stack and there are several types of items
on the square (so that they are shown in a list). When there is only a
single stack of arrows and you want to pick up only some of them, use the
';' command. Note that picking up items from one square takes exactly one
turn. However, dropping several items at once takes more turns.

Typing 'i' displays your inventory (what you are carrying). When you are
given a prompt like "Throw [or Wield, Wear, etc] which item?", you usually
get a list of all available options (this behaviour can be changed with the
auto_list option). You can press '*' in case you want to wield something
unusual. When the inventory screen shows "-more-", to show you that there
is another page of items, you can type the letter of the item you want,
even if it is not visible, instead of pressing Space or Enter to see the
next page.

You can carry at most 52 items at once, and your total weight is limited by
your carrying capacity. Both of these are printed at the top of the
inventory screen.

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

Some items can be sticky-cursed, 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 these curses.

Items like scrolls, potions, and some other types each have a
characteristic, like a label or a colour, which will let you tell them
apart on the basis of their function. However, these characteristics change
between each game, so while in one game every potion of healing may be
yellow, in another game they might all be purple and bubbly. Once you have
discovered the function of such an item, you will remember it for the rest
of the current game. You can access your item discoveries with the '\' key.

In order to get a description of what an item does, bring up the inventory
(with 'i') and press the letter of that item. Try this when comparing
different types of armours and weapons, but don't expect too much
information from examining unidentified items.

Another useful command is the '{' key, which lets you inscribe items with a
comment. This is often used to denote special properties of an item, making
for easier navigation of large quantities of artefacts. You can also
inscribe items when looking at your inventory with 'i', simply by pressing
the letter of an item. For more details, and how to automatise this
process, check Appendix 6. "Inscriptions".

) Weapons
========================================

These are rather important. You will find a variety of weapons in the
dungeon, ranging from small and quick daggers to huge, cumbersome
battleaxes and polearms. Each type of weapon does a different amount of
damage, has a different chance of hitting its target, and takes a different
amount of time to swing. There are several weapon skills (press 'm' to show
a list of those that you are training) like Short Blades, Long Blades,
Axes, etc. These skills affect damage, accuracy, and speed. (The same goes
for Unarmed Combat.)

Weapons can be enchanted; when they are identified, they have values which
tell you how much more effective they are than an unenchanted version. The
first number is the enchantment to-hit, which affects the weapon's
accuracy, and the second is its damage enchantment; weapons which are not
enchanted are simply '+0'. Some weapons also have special magical effects
which make them very effective in certain situations. Some types of hand
weapons (especially daggers, spears and hand axes) are quite effective when
thrown.

You can wield weapons with the 'w' command, which is a very quick action.
If for some reason you want to go bare-handed, type 'w' followed by a
hyphen ('-'). Note that weapons are not the only class of item which is
useful to wield.

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

You can press '}' to show your primary (wielded) and secondary (slot b)
weapons, as well as the preferred missiles (to be shot when using 'f' to
fire).

( Missiles
========================================

If you would rather pick off monsters from a safe distance, you will need
missiles for your sling, bow or other appropriate launcher. Several kinds
of missiles, such as javelins, are effective when simply thrown; other
kinds require you to wield an appropriate device to inflict worthwhile
damage. Missiles have only one "plus" value, which affects both accuracy
and damage. Upon impact, missiles may become destroyed. The chance for this
to occur depends on the type of missile. A higher "plus" value also helps.

The 'f' command fires or throws a missile, typically chosen from lots
suitable for your weapon. The default lot (your "quiver") is displayed on
the main screen beneath your wielded weapon. The quivered item will always
be what Crawl thinks is most likely to be what you want. Thus it will
either be an item you previously chose and fired (with 'f') or directly
quivered (with 'Q'), or the item in your inventory that ranks highest in
fire_order - if there are several of similar order, the one with the lowest
inventory slot is chosen.

See Appendix 6. "Inscriptions" for inscriptions which let you fine-tune the
list of items to choose from. See also the Missiles section of
options_guide.txt.

The firing interface also allows you to manually select an item to throw
with 'i'; but it may not be very effective if you lack the correct
launcher. At times it is sensible to throw weapons like daggers, clubs,
spears or hand axes.

Use the '(', ')' to cycle through your quiver without firing, and 'Q' to
choose the quivered item from a list. If you would like to throw something
without inserting it into the quiver use 'F' instead. Note that non-weapon,
non-missile items will never be quivered.

The interface for shooting or throwing things is also used for evoking
wands and casting certain spells, and is described in detail in section I
(Targeting).

[ Armour
========================================

This is also rather important. Most worn armour improves your Armour Class,
which decreases the amount of damage you take when something injures you.
The heavier an armour is, the more AC (armour class) it will provide, at
the expense of your EV (evasion) and stealth. Heavier types of armour also
hamper your melee accuracy, making it harder for you to hit monsters.
Wearing heavy armour also increases your chances of miscasting spells, an
effect which is only slightly reduced by your Armour skill. These penalties
are smaller if you have a high Armour skill, but larger if you have
insufficient Strength. On the other hand, body armour will also provide
some guaranteed damage reduction, and heavier armours are better at this.

A Shield normally affects neither your AC nor your evasion, but it lets you
attempt to block melee attacks and some ranged attacks aimed at you.
Wearing a shield (especially larger shields) makes you less effective in
hand combat and hampers your ability to cast spells. Shields are more
effective when you're fighting a small number of foes than when you're
surrounded. There are three types: bucklers, shields, and large shields.
While it is possible to use bows or crossbows while wearing a shield,
you'll be less effective at doing so. Slings can be used with a shield
without penalty, however.

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

You can wear armour with the 'W' command, and take it off with the 'T'
command. With '[' you can have a quick look at your current gear.

Most armours can be improved by reading the appropriate scroll. Body armour
and bardings can be enchanted up to the base value of AC they provide.
Shields can be enchanted up to +3. Other gear is limited to +2.

% Food and Carrion
========================================

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

You may wish to dine on the corpses of your casualties (unless you are a
Spriggan, and cannot eat meat, or you are a Mummy, who need not, and
cannot, eat at all). Despite the fact that corpses are represented by the
same '%' sign as food, you can't eat them without first cutting off the
more edible pieces with the 'c' command. Being hungry helps you choke down
the raw flesh. Even then, you should choose your homemade food with great
care. In order to chop up a corpse with the 'c' command, you need to have
an uncursed weapon so that you can switch to the knife in your pack, an
edged weapon like a dagger or short sword that you can use as a knife, or a
suitable mutation such as claws. Cutting off the best parts will take some
turns and produce a number of 'chunks' eventually. These can be eaten with
the 'e' command as above. Your character will automatically switch to the
knife (or edged weapon) when you type 'c', and will also switch back to
your previous weapon unless you get interrupted while butchering your food.

Some species are less fastidious about their food. Trolls and Ghouls can
use their claws, and so do not need a cutting device. Also, Orcs, Ogres,
Kobolds, Trolls and Ghouls care less (in different degrees) about the
quality of the corpse. Kobolds, Trolls and Ghouls are happy to eat raw meat
at any time.

Vampires are a special case. Members of this species can try to drink blood
from a fresh corpse (use the 'e' command). Once they have reached
experience level 6, they can also bottle potions of blood from corpses.
This is done using the 'a'bilities menu.

? Magical Scrolls
========================================

Scrolls have many different magical spells inscribed on them, some good and
some bad. One of the most useful scrolls is the scroll of identify, which
will tell you the function of any item you have in your inventory; save
these up for the more powerful and inscrutable magic items, such as rings
or amulets, or for items that are dangerous to use when unidentified, such
as potions. 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 and cures many
ailments, but there are many other varieties of potions to be found.
Potions can be quaffed (drunk) with the 'q' command. Try to avoid drinking
poisonous potions! By the way, you can also drink from the fountains you
encounter in the dungeon.

/ 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. This can be done with a scroll of
identify; characters with a good Evocations skill may also deduce the
number of charges simply upon evoking the wand. Wands are aimed in the same
way as missile weapons, and you can release the power of a wand by evoking
it with 'V'. See section I for targeting. There are also a number of wands
that may be useful to aim at yourself, but it is usually prudent to know
what you are evoking before you do so.

=" Rings and Amulets
========================================

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 they are
activated. Use the 'P' command to put on rings, and 'R' to remove them. You
can wear up to two rings simultaneously, one on each hand; which hand you
put a ring on is immaterial to its function. If you try to put on a ring
while both ring fingers are full, you will be asked which one to remove.
Some rings function automatically, while others require activation (the 'a'
command).

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

You can press '"' to quickly check what jewellery you're wearing.

| 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). They
can even be used in hand-to-hand combat about as effectively as
quarterstaves.

Spell staves (called "rods" in the game) are a totally different kind of
item. They hold spells which you can cast without having to memorise them
first. You must wield a rod like a weapon in order to gain from its power.
Rods can be invoked with the 'v' command when wielded. They have a pool of
magical energy which regenerates according to the rod's enchantment (which
can be increased using scrolls of recharging) and your Evocations skill.
They're shorter than full-length staves and thus use the Maces & Flails
skill instead of Staves when used as a cudgel.

+ Books
========================================

(Depending on your settings, books may also be shown as : symbols.)

Most books contain magical spells which your character may be able to
learn. You can read a book with the 'r' command, which lets you access a
description of each spell, or memorise spells from it with the 'M' command.
Use 'z' to cast previously memorised spells. For spells demanding a target,
the comments on using missile weapons apply. Many spells have a limited
range and casting will be aborted if there are no potential targets within
this range. If this case, neither magic nor time are expended. If, for
whatever reason, you want to cast the spell nonetheless, you can use the
'Z' command.

As important as it is to pick up new spells it may be to get rid of old
ones. Apart from divine help, the most convenient way to do so is by
reading a scroll of amnesia, which will let you pick a scroll to forget.
However, should you happen to have a shortage of such scrolls, you can also
forget a spell by tearing out the relevant pages of a book. Unfortunately,
this violent procedure will inevitably consume the whole book. You can
undertake this by 'r'eading a book, then selecting a spell you already have
learnt, and 'F'orget it.

You can also press 'I' to just have a look at all spells memorised. From
this screen, you can read the descriptions of the spells and check various
details about your casting abilities. Note that '=' allows you to change
what spells are assigned to what keys.

Some books have other special effects, and powerful spellbooks have been
known to resent the attentions of incompetent magicians.

Occasionally you will find manuals of some skill. Reading these will cause
your experience to have twice the effect as usual when used for training
that skill.

{ Miscellaneous
========================================

These are items which don't fall into any other category. They can be
evoked with 'V', just like wands. Runes, a particular item in this
category, have no function whatsoever except to open the endgame. You must
collect at least three in order to enter the Realm of Zot. Some
particularly cocky adventurers brag about having retrieved ten or even
fifteen runes through their strength and cunning, but most scholars on the
subject of Zot agree that such a thing is probably impossible in the first
place, and secondly would be a meaningless achievement in any regard.

$ Gold
========================================

Gold can be used to buy items should you run across shops. (Shops do not
buy, by the way.) There are also a few more esoteric uses for gold. Gold
coins do not have any weight in Crawl.

Whenever you pick up gold, your total wealth is shown as well. Should you
want to have a glance at your finances at some other opportunity, pressing
'$' (or '%') allows you to do so.

Racial Items
========================================

Some items have been crafted by members of a gifted species, and have
special properties.

Dwarven weapons and armours are very durable, and do not rust or corrode
easily. All species get a bonus when wearing Dwarven armours at the expense
that these mails make spellcasting slightly more difficult. Dwarves get a
larger bonus without the magical hampering.

In general, Orcs do better with gear from their own kin; this applies to
weapons, as well as to armours.

Elven body armour does not hamper spellcasting as much as other armours of
the same type would. Elven cloaks and boots are particularly useful to
those who wish to be stealthy. An Elf does a bit better when wearing armour
or weapons of his own kind.

Centaurs and Nagas have uniquely shaped bodies. With luck, however, a
character of these species might find a Centaur or Naga barding.

Artefacts
========================================

Weapons, armour, jewellery and spellbooks can be artefacts. These come in
two flavours: randomly created artefacts ('randarts') and predefined ones
('unrandarts'). Artefacts will always carry unusual names, such as "golden
sword" or "shimmering scale mail". Also, artefacts cannot be modified in
any way, including enchantments.

Apart from that, otherwise mundane items can get one special property.
These are called 'ego items', and examples are: boots of running, a weapon
of flaming, a helmet of see invisible, and so on. Note that such items can
be modified, and thus are subject to corrosion and enchanting scrolls.

All ego items are noted with special adjectives but not all items noted in
this way need have a special property (they often have some positive or
negative enchantment, though):

:general: glowing, runed;
:metal armours: shiny;
:leather armours, animal skins: dyed;
:other armours: embroidered.

Normal and ego helmets can both have extra decorations ("winged",
"plumed", etc.).

------------------------------------------------------------------------
H.                              SPELLCASTING
------------------------------------------------------------------------

Magical spells are a very important part of surviving in the dungeon. Every
character 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.

There are many skills related to magic, the principal one being
Spellcasting. Spellcasting determines the number of Magic Points available;
it also helps in several respects during the actual casting of spells.
Next, there are several general magical skill areas (Conjuration, Hexes,
Charms, Summoning, Necromancy, Translocation and Transmutation) as well as
several elemental areas (Fire, Ice, Air and Earth) and, finally, Poison. A
particular spell can belong to (and thus train) up to three areas. Being
good in the areas of a spell will improve the casting chance and, in many
cases, the effect as well.

Spells are stored in books, which you will occasionally find in the
dungeon. You can read books with 'r' to check what spells they contain;
doing so will allow you to read the individual spells' descriptions. In
order to try to memorise a certain spell, use the 'M' command. Memorising
can take a while and, for spells in certain books, be hazardous.

Each spell has a level. A spell's level denotes the amount of skill
required to use it and indicates how powerful it may be. You can only
memorise a certain number of levels of spells; type 'M' to find out how
many. When you gain experience levels or advance the Spellcasting skill,
your maximum increases; you will need to save up for several levels to
memorise the more powerful spells. When casting a spell, you temporarily
expend some of your magical energy and become hungrier (although high
intelligence and Spellcasting help against hunger from spells). Pressing
'II' (or 'I!') displays the hunger costs of your spells in terms of food,
on a scale of none, sultana, strawberry, choko, honeycomb and ration.
Casting the spell five times will cost at most the displayed food item.

You activate a memorised spell by pressing 'z' (for Zap). Use 'I' to
display a list of all memorised spells without actually casting one. The
spells available are labelled with letters; you are free to change this
labelling with the '=' command. You can assign both lowercase and uppercase
letters to spells. Some spells, for example most damage dealing ones,
require a target. See the next section for details on how to target.

Most spells have caps on their effects: no matter how intelligent and
proficient you are, there is a limit to the damage you can achieve with a
Magic Dart. In generally, it is a good idea to look at the output of the
'I' and 'II' screens to get a picture on your casting abilities. This is
especially useful if you're about to change armour or rings.

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 skills, your intelligence, the level of the spell and whether you are
wearing heavy armour.

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.

There is a completely different way to use spells: via rods. These are
magical staves holding a number of spells. Rods store a certain number of
magic points, which are used for powering the spells they contain; when not
fully charged, they regenerate magic points gradually. You can spend
scrolls of recharging on rods in order to increase the maximal size of
their magical reservoir. The effectiveness of your rod's spells is governed
by your Evocations skill.

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.

------------------------------------------------------------------------
I.                                TARGETING
------------------------------------------------------------------------

When throwing something, evoking certain wands, or casting spells, you are
asked for a direction. There are several ways to tell Crawl which monster
to target. (The following list assumes the option setting default_target =
true, which is the default.)

You can press '?' when asked for a direction; this will bring up a help
screen. Otherwise, you use the following commands:

  - The cursor will target on the monster which is closest to your
  position.
    Should you have been firing at something previously, with the offender
    still being in sight, the cursor will instead rest on the previous
    target.
  - Pressing '+' or '=' moves the cursor to the next monster, going from
  nearer
    to further away. Similarly, '-' cycles backwards.
  - Any direction key moves the cursor by one square. Occasionally, it can
  be
    useful to target non-inhabited squares.
  - When you are content with your choice of target, press one key of
  Enter,
    Del, or Space to fire at the target. If you press '.', you also fire,
    but the spell/missile will stop at the target's square if it misses.
    This can be useful to keep friendlies out of the fire, or to make sure
    your precious missiles won't end up in deep water.
  - You can press Escape if you changed your mind - no turns are deducted.

There are some shortcuts while targeting:

  - Typing Shift-direction on your keypad fires straight away in that
  direction. - Pressing 'p' or 'f' fires at the previous target (if it is
  still alive and
    in sight). Due to this, most hunters can go a long way by pressing 'ff'
    to fire their ammunition at a monster and then keep firing at it with
    further 'ff' strokes. At times, it will be useful to switch targets
    with the '+' or '-' commands, though.

It is possible to target yourself: obviously beneficial effects like
hasting or healing will actually target the cursor on you, leaving to you
only the pressing of '.', Enter, etc. - except if you want to heal or haste
someone else. If you target yourself while firing something harmful (which
can be sensible at times), you will be asked for confirmation.

Finally, there are some more targeting related commands:

  - '(' and ')' allow to change the ammunition. This is useful when you
  have
    several types of appropriate ammunition, say poisoned needles and
    curare needles. Your last usage will be remembered. Note that you can
    use '(' for changing the quiver ammunition even outside of targeting.
  - The ':' key allows you to hide the path of your spell/wand/missile.
  - Ctrl-F changes which monsters are cycled when using '+', '=' or '-':
    hostiles, friends, plants or all monsters.

------------------------------------------------------------------------
J.                                RELIGION
------------------------------------------------------------------------

There are a number of gods, demons and other assorted powers who will
accept your character's worship, and sometimes give out favours in
exchange. You can use the '^' command to check the requirements of 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 most gods resent
being scorned). For most gods, there is a second page with additional
details, press '^!' to access it.

The 'p' command lets you pray to your god, in order to sacrifice items. For
example, blood gods will want you to offer corpses to them by pressing 'p'
over the corpse(s). Praying also gives you a sense of what your god thinks
of you. Some gods have a special conduct at their altars; if so, this is
explained in the '^' and '^!' screens.

To use any powers which your god deems you fit for, access the abilities
menu via the 'a' command; god-given abilities are listed as invocations.

Depending on background, some characters 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. At an altar, you
can read a description of that god's general attitude by pressing 'p'. You
will be asked afterward if you really want to attend this circle. If you
want to see a list of the standard gods and which of them is already
present with an altar in your dungeon, press 'Ctrl-O'. You can also learn
about standard and obscure gods by pressing '?/G'.

Note that the good gods will not accept demonic or undead devotees.

If you like to start the game with a religion, choose your background from
Healer, Priest, Berserker, Chaos Knight, Abyssal Knight or Death Knight.

------------------------------------------------------------------------
K.                                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
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' command to activate
any mutations which can be controlled. Many mutations are actually
beneficial to the characters, but there are plenty of nasty ones as well.
Many mutations have three levels, each of which counts as a single
mutation. Some changes to the primary attributes Strength, Intelligence and
Dexterity (apart from those by leveling) are also handled as mutations - in
particular, these are not permanent.

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

Furthermore, certain corpses are mutagenic, and there are traps with
mutation effects. There are also some spells and potions that cause
mutations.

It is much more difficult to get rid of bad mutations than to get one. A
lucky mutation attempt can actually remove mutations. However, the only
sure-fire way is to quaff a potion of cure mutation, which will attempt to
remove one or more random mutations.

A special case are Demonspawn. Characters of this species get certain
special powers during their career; these are listed in magenta. They are
permanent and can never be removed. If one of your Demonspawn powers has
been augmented by a mutation, it is displayed in a lighter colour.

Many a species starts with some special intrinsic feats, like the greater
speed of Centaurs or Spriggans, or the eating habits of Trolls, Kobolds and
others. These are often, but not always, like a preset mutation. In case
such an innate feature gets amplified by an ordinary mutation, it is
displayed in a light blue colour.

------------------------------------------------------------------------
L.                        LICENCE, CONTACT, HISTORY
------------------------------------------------------------------------

Licence
  Read licence.txt for information about the Crawl licence (which is nearly
  identical to the NetHack General Public License).

Disclaimer
  This software is provided as is, with absolutely no warranty express or
  implied. Use of it is at the sole risk of the user. No liability is
  accepted for any damage to the user or to any of the user's possessions.

If you'd like to discuss Crawl, a good place to do so is the forum

 https://crawl.develz.org/tavern

All topics related to this game usually meet a warm response, including
tales of victories (going under 'YAVP', i.e. 'Yet Another Victory Post'),
especially first victories (YAFVP) as well as sad stories of deceased
characters (being 'YAAD' or 'YASD', i.e. 'Yet Another Annoying/Stupid
Death'). The Usenet newsgroup rec.games.roguelike.misc, in operation for
decades, still exists but traffic has trickled down. If you want to post on
the newsgroup, flag queries with -crawl- as other games are also discussed
there. Some players, especially those on crawl.akrasiac.org and
crawl.develz.org, also frequent ##crawl on IRC's freenode network.

Stone Soup's homepage is at::

  http://crawl.develz.org

Use this page for direct links to downloads of the most recent version. You
can also submit bug reports and feature requests there. Be sure to make
sure that your bug/feature isn't already in the list. For more complicated
requests, it might be a good idea to discuss them in the newsgroup first.

The history of Crawl is somewhat convoluted: Crawl was created in 1995 by
Linley Henzell. Linley based Crawl loosely on Angband and NetHack, but
avoided several annoying aspects of these games, and added a lot of
original ideas of his own. Crawl was a hit, and Linley produced Crawl
versions up to 3.30 in March 1999. Further work was then carried out by a
group of developers who released 3.40 in February 2000. Of them, Brent Ross
emerged as the single maintainer, producing versions until 4.0 beta 26 in
2002. After a long period of silent work, he went a great step by releasing
4.1.2 alpha in August 2005. This alpha contained a lot of good ideas, but
was nearly unplayable due to balance issues. In the meantime, several
patchers appeared, improving Crawl's interface tremendously. Several of
them formed a new devteam; reasoning that rebalancing 4.1.2 was a very
difficult task, they decided to fork Crawl 4.0 beta 26 and selectively
include good ideas from 4.1.2 and other sources. This fork is Stone Soup,
and is the game this manual describes. Stone Soup's release versions were
restarted at 0.1 to avoid confusion with the existing plethora of Crawl versions.

It should be mentioned that there have been other Crawl variants over the
years, among them Ax-Crawl, Tile Crawl, Dungeon Crawl Alternative.

The object of your quest in Crawl (the Orb of Zot) was taken from Wizard's
Castle, a text adventure written in BASIC.

------------------------------------------------------------------------
M.                      MACROS, OPTIONS, PERFORMANCE
------------------------------------------------------------------------

Crawl supports redefining keys via key maps. This is useful when your
keyboard layout makes some key awkward to use. You can also define macros:
these are command sequences which can make playing a great deal more
convenient. Note that mapping 'a' to some other key will treat almost all
pressings of 'a' in that new way (including dropping and wielding, etc.),
so is not recommended. Macroing 'a' to some other key will only change the
command key 'a'.

You can set up key maps and macros in-game with the '~' key ('Ctrl-D' will
also work); this also allows for saving all current key bindings and
macros. Alternatively, you can directly edit the macro.txt file. For more
information on both and for examples, see macros_guide.txt.

Crawl supports a large number of options that allow for great flexibility
in the interface. They are fully documented in the file options_guide.txt.
The options themselves are set in the file ~/.crawlrc (for UNIX systems -
copy over init.txt to ~/.crawlrc) or init.txt (for Windows).

Several interface routines are outsourced to external Lua scripts. The
standard distribution has them in the dat/lua/ directory. Have a look at
the single scripts for short descriptions.

Generally, Crawl should run swiftly on all machines (it compiles out of the
box for Linux, Windows, OS X and, to some lesser extent, DOS and Unix). If,
for some reason, you find Crawl runs unacceptably slowly on your machine,
there are a few measures which may improve the situation:

  - avoid greedy autoexplore
  - set travel_delay = -1 to avoid screen redraws during travel (this might
  be
    useful if playing on a remote server)

------------------------------------------------------------------------
N.                         PHILOSOPHY (PAS DE FAQ)
------------------------------------------------------------------------

In a nutshell: This game aims to be a tactical fantasy-themed dungeon
crawl. We strive for strategy being a concern, too, and for exquisite
gameplay and interface. However, don't expect plots or quests.

You may ponder about the wisdom of certain design decisions of Crawl. This
section tries to explain some of them. It could also be of interest if you
are used to other roguelikes and want a bit of background on the
differences. Prime mainstays of Crawl development are the following, most
of which are explained in more detail below. Note that many of these date
back to Linley's first versions.

Major design goals
  * challenging and random gameplay, with skill making a real difference
  * meaningful decisions (no no-brainers)
  * avoidance of grinding (no scumming)
  * gameplay supporting painless interface and newbie support

Minor design goals
  * clarity (playability without need for spoilers)
  * internal consistency
  * replayability (using branches, species, playing styles and gods)
  * proper use of out of depth monsters

Balance
========================================

The notions of balance, or being imbalanced, are extremely vague. Here is
our definition: Crawl is designed to be a challenging game, and is also
renowned for its randomness. However, this does not mean that wins are an
arbitrary matter of luck: the skill of players will have the largest
impact. So, yes, there may be situations where you are doomed - no action
could have saved your life. But then, from the midgame on, most deaths are
not of this type: By this stage, almost all casualties can be traced back
to actual mistakes; if not tactical ones, then of a strategical type, like
wrong skilling (too broad or too narrow), unwise use of resources (too
conservative or too liberal), or wrong decisions about branch/god/gear.

The possibility of unavoidable deaths is a larger topic in computer games.
Ideally, a game like this would be really challenging and have both random
layout and random course of action, yet still be winnable with perfect
play. This goal seems out of reach. Thus, computer games can be soft in the
sense that optimal play ensures a win. Apart from puzzles, though, this
means that the game is solved from the outset; this is where the lack of a
human game-master is obvious. Alternatively, they can be hard in the sense
that unavoidable deaths can occur. We feel that the latter choice provides
much more fun in the long run.

Crawl has a huge number of handmade vaults/maps to tweak the randomness.
While the placement, and often parts of the contents, of such vaults are
random as well, they provide several advantages: vaults offer challenges
that are very hard to get via just random monster and layout generation;
they may centre on some theme, providing additional immersion; finally,
they will often contain some loot, forcing players to decide between safety
and greed.

(The next topic can also be filed under balance; see Replayability for what
balance does not mean to us.)

Crusade against no-brainers
========================================

A very important point in Crawl is steering away from no-brainers. Speaking
about games in general, wherever there's a no-brainer, that means the
development team put a lot of effort into providing a "choice" that's
really not an interesting choice at all. And that's a horrible lost
opportunity for fun. Examples for this are the resistances: there are very
few permanent sources, most involve a choice (like rings or specific
armour) or are only semi-permanent (like mutations). Another example is the
absence of clear-cut best items, which comes from the fact that most
artefacts are randomly generated. Furthermore, even non-random artefacts
cannot be wished for, as scrolls of acquirement produce random items in
general. Likewise, there are no sure-fire means of life saving (the closest
equivalents are controlled blinks, and good religious standings for some
deities).

Anti-grinding
========================================

Another basic design principle is avoidance of grinding (also known as
scumming). These are activities that have low risk, take a lot of time, and
bring some reward. This is bad for a game's design because it encourages
players to bore themselves. Even worse, it may be optimal to do so. We try
to avoid this!

This explains why shops don't buy: otherwise players would hoover the
dungeon for items to sell. Another instance: there's no infinite commodity
available: food, monster and item generation is generally not enough to
support infinite play. Not messing with lighting also falls into this
category: there might be a benefit to mood when players have to carry
candles/torches, but we don't see any gameplay benefit as yet. The deep
tactical gameplay Crawl aims for necessitates permanent dungeon levels.
Many a time characters have to choose between descending or battling. While
caution is a virtue in Crawl, as it is in many other roguelikes, there are
strong forces driving characters deeper.

Interface
========================================

The interface is radically designed to make gameplay easy - this sounds
trivial, but we mean it. All tedious, but necessary, chores should be
automated. Examples are long-distance travel, exploration and taking notes.
Also, we try to cater for different preferences: both ASCII and tiles are
supported; as are vi-keys and numpad. Documentation is plenty,
context-specific and always available in-game. Finally, we ease getting
started via tutorials.

Clarity
========================================

Things ought to work in an intuitive way. Crawl definitely is winnable
without spoiler access. Concerning important but hidden details (i.e. facts
subject to spoilers) our policy is this: the joy of discovering something
spoily is nice, once. (And disappears before it can start if you feel you
need to read spoilers - a legitimate feeling.) The joy of dealing with
ever-changing, unexpected and challenging strategic and tactical situations
that arise out of transparent rules, on the other hand, is nice again and
again. That said, we believe that qualitative feedback is often better than
precise numbers.

In concrete terms, we either spell out a gameplay mechanic explicitly
(either in the manual, or by in-game feedback) or leave it to min-maxers if
we feel that the naive approach is good enough.

Consistency
========================================

While there is no plot to speak of, the game should still be set in a
consistent Crawl universe. For example, names of artefacts should fit the
mood, vaults should be sensibly placed and monsters should somehow fit as
well. Essentially, this is about player immersion. As such, it's good to
have in mind, but consistency is always secondary to gameplay. A typical
example is player vs. monster behaviour: while we try to make these
identical (or similar), there are good reasons for keeping them distinct in
certain cases.

Replayability
========================================

This is actually quite important, but in some sense just a corollary to the
major design goals. Besides these, there are several other points helping
to make playing Crawl fun over and over again:

Diversity
  whenever there are choices to the player, be that choice of species, god,
  weapon or spell, the various options should be genuinely different. It is
  no good to provide dozens of weapons with different names (and perhaps
  even numbers) if, in the end, they all play the same.

Many different species
  This is partly due to the skills and aptitude system. Similarly important
  are the built-in starting bonuses/handicaps of species; these often have
  great impact on play. To us, balance does not mean that all combinations
  of background and species play equally well! Some are much more
  challenging than others, and this is fine with us. Each species has at
  least some backgrounds playing rather well, though.

Dungeon layout
  Even veteran players will find the Tomb or the Hells exciting (which are
  construed such that life endangering situations can always pop up). These
  and other branches may or may not fit a given character's buildup. By the
  way, we strongly believe that games are pointless if you can reach the
  invincible state.

Religion
  This addresses new players, as getting to the Temple and choosing a god
  becomes the first major task of most games. But religion is also a point
  in favour of replayability for experienced players, since the choice of
  god can matter as much as species does.

Playing styles
  Related to, but encompassing, species, background, god are fundamentally
  different playing styles like melee oriented fighter, stabber, etc.
  Deciding on whether (and when!) to make a transition of style can make or
  break games.

Out of the depths
========================================

From time to time a discussion about Crawl's unfair OOD (out of depth)
monsters turns up, like a dragon on the second dungeon level. These are not
bugs! Actually, they are part of the randomness design goal. In this case,
they also serve as additional motivation: in many situations, the OOD
monster can be survived somehow, and the mental bond with the character
will then surely grow. OOD monsters also help to keep players on their toes
by making shallow, or cleared, levels still not trivial. In a similar vein,
early trips to the Abyss are not deficits: there's more than one way out,
and successfully escaping is exciting for anyone.

########################################
Appendices
########################################

------------------------------------------------------------------------
1.                        LIST OF CHARACTER SPECIES
------------------------------------------------------------------------

Note:  Use 'A' to check for which particular peculiarities a species might
          have. Also, 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.

Humans
  Humans tend to be hardworking and industrious, and learn new things
  quickly. The Human species is the most versatile of all the species
  available to players. Humans advance quickly in levels and have equal
  abilities in all skills.

Hill Orcs
  Hill Orcs are Orcs from the upper world who, jealous of the riches which
  their cousins (the Cave Orcs) possess below the ground, descend in search
  of plunder and adventure.

  Hill Orcs are as robust as the Mountain Dwarves, but have very low
  reserves of magical energy. Their forte is brute-force fighting, and they
  are skilled at using most hand weapons (with the exception of short
  blades, at which they are only fair), though they are not particularly
  good at using missile weapons. They prefer to use their own weapons. Orcs
  are poor at using most types of magic, with the exception of
  conjurations, summoning, necromancy, and the elemental magic of earth,
  fire and ice. They advance in levels as quickly as Humans.

  Many orcs feel superior to all other species and beings, and they have
  formed a religion around that idea. Only Hill Orcs can worship Beogh, the
  Orc god, and Hill Orc Priests start in Beogh's service.

Merfolk
  The Merfolk are a hybrid species of half-human, half-fish that typically
  live in the oceans and rivers, seldom venturing toward land. However,
  Merfolk aren't as limited on land as some myths suggest; their tails will
  quickly reform into legs once they leave the water (and, likewise, their
  legs will quickly reform into a tail should they ever enter water). Their
  agility is often misjudged, and they tend to be surprisingly nimble on
  land as well as in the water. Experts at swimming, they need not fear
  drowning, as they can quickly slip out of any encumbering armour during
  the transformation into their half-fish form.

  The Merfolk have developed their martial arts strongly on thrusting and
  grappling, since those are the most efficient ways to fight underwater.
  They therefore prefer polearms and short swords above all other weapons,
  though they can also use longer swords quite well.

  As spellcasters, they tend to be quite good in specific areas. Their
  mystical relationship with water makes it easier for them to use poison
  and ice magic, which use water occasionally as a material component. The
  legendary water magic of the Merfolk was lost in ancient times, but some
  of that affinity still remains. The instability of their own morphogenic
  matrix has made them very accomplished transmuters, but most other magic
  seems foreign to them.

Halflings
  Halflings, who are named for being about half the size of Humans, live in
  small villages. They live simple lives and have simple interests.
  Sometimes a particularly restless Halfling will leave his or her village
  in search of adventure.

  Halflings are very small but surprisingly hardy for their size, even
  having an innate resistance to mutagenic effects. Although only average
  at most fighting skills, they can use short blades well and excel in
  ranged combat with slings. They are also very stealthy and dextrous, but
  are poor at magic (except for charms and translocations). They advance in
  levels as rapidly as Humans. Halflings cannot wield large weapons.

Kobolds
  Kobolds are small, ugly creatures with few redeeming features. They are
  not the sort of people you would want to spend much time with, unless you
  happened to be a Kobold yourself.

  They tend to be stronger and less agile than Halflings, and are more
  talented at using most types of magic, particularly summonings and
  necromancy. They are competent in combat, especially with short blades,
  maces or crossbows, and are also very adept at using magical devices.
  They often live as scavengers, surviving on carrion (which they can eat
  even when not hungry), but are carnivorous and can only eat meat. Kobolds
  advance in levels as quickly as Humans.

Spriggans
  Spriggans are small magical creatures distantly related to Elves. They
  love to frolic and cast mischievous spells.

  They are poor fighters, have little physical resilience and are terrible
  at destructive magic - conjurations, summonings, necromancy and elemental
  spells. On the other hand, they are excellent at other forms of magic,
  and are very good at moving silently and quickly. So great is their speed
  that a Spriggan can overtake a Centaur. Due to their tiny size, they need
  very little food. However, they are herbivorous and cannot eat meat.
  Their size also makes them unable to wear most armour.

Nagas
  Nagas are a hybrid species: Human 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 the same rate as Sludge Elves. They are naturally immune to poisons,
  can see invisible creatures and have tough skin, but their tails are
  relatively slow and cannot move them around as quickly as can other
  creatures' legs (this only affects their movement rate; all other actions
  are at normal speed). Their body shape also prevents them from gaining
  full protection from most armour. A Naga's biggest forte is stealth:
  Nagas are very good at moving unnoticed.

  Every now and then, a Naga can spit poison; the range, accuracy and
  damage of this poison increases with the Naga's experience level.

Centaurs
  The Centaurs are another species of hybrid creatures: horses with Human
  torsos. They usually live in forests, surviving by hunting.

  Centaurs can move very quickly on their four legs, and are excellent with
  bows and other missile weapons; they are also reasonable at fighting in
  general while being slow learners at specific weapon skills. They advance
  quite slowly in experience levels and are rather sub-average at using
  magic. Due to their large bulk, they need a little extra food to survive.
  Like Nagas, they receive inferior protection from the armour they wear.

Ogres
  Ogres are huge, chunky creatures who typically are strong rather than
  smart, and not nimble at all. Their size also makes them hunger more than
  smaller folk. Ogres mature almost as quickly as Humans.

  Their preferred methods of avoiding beatings are dodging and the use of
  shields. Many Ogres find it natural to wield some large and blunt weapon.
  (Countless lethal incidents have taught them to leave most edged weapons
  be.) While all sophisticated forms of missile combat are too awkward for
  them, they are good at throwing things, in particular boulders.

  Contrary to expectations, Ogres are not reduced to mindless brutes. They
  possess a raw talent for witchcraft, letting them pick up the basics of
  spellcasting at an amazing speed. However, the more arcane schools of
  magic are foreign to them and are only learned at poor rates.

Trolls
  Trolls are like Ogres, but even nastier. They have thick, knobbly skins
  of any colour from putrid green to mucky brown, which are covered in
  patches of thick fur, and their mouths are full of ichor-dripping fangs.

  They can rip creatures apart with their claws, and regenerate very
  quickly from even the most terrible wounds. They learn very slowly indeed
  - as slowly as High Elves - and need a great amount of food to survive.

Minotaurs
  The Minotaurs are yet another species of hybrids - Human bodies with
  bovine heads. They delve into the Dungeon because of their instinctive
  love of twisting passageways.

  Minotaurs are extremely good at all forms of physical combat, but are
  awful at using any type of magic. They can wear all armour except for
  some headgear.

Kenku
  The Kenku are an ancient and feared species of bird-people with a
  legendary propensity for violence. Basically humanoid with bird-like
  heads and clawed feet, the Kenku can wear all types of armour except
  helmets and boots. Despite their lack of wings, powerful Kenku can fly,
  and very powerful members of this species can stay in the air for as long
  as they wish to do so. They fly a bit faster if they carry little load.

  They are experts at all forms of fighting, including the magical arts of
  combat (conjurations, summonings and, to a lesser extent, necromancy).
  They are good at air and fire elemental magic, but poor at ice and earth
  magic. Kenku do not appreciate any form of servitude, and so are poor at
  using invocations. Their light avian bodies cannot sustain a great deal
  of injury.

Demigods
  Demigods are mortals (Humans, Orcs or Elves, for example) with some
  divine or angelic ancestry, however distant; they can be created by a
  number of processes, including magical experiments and the time-honoured
  practice of interplanar miscegenation.

  Demigods look more or less like members of their mortal part's species,
  but have excellent attributes (Str, Int, Dex) and are extremely robust;
  they can also draw on great supplies of magical energy. On the downside,
  they advance very slowly in experience, gain skills slightly less quickly
  than Humans and, due to their status, cannot worship the various gods and
  powers available to other classes of being.

Demonspawn
  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 initially be indistinguishable from those of pure mortal
  stock, they will inevitably grow horns, scales or other unusual features.
  Powerful members of this class of beings also develop a range of unholy
  abilities, which are listed as mutations (and can sometimes be activated
  with the 'a' command).

  Demonspawn advance quite slowly in experience and learn most skills at
  about the same rate as do Demigods. However, they are a little better at
  fighting and much better at conjurations, summonings, necromancy and
  invocations. Note that unlike Demigods, they can take on gods, although
  not all will accept them.

Felids
  Felids are a breed of cats that have been granted sentience. Originally
  they were witches' familiars that were magically augmented to provide
  help for their masters' rituals, yet many have abandoned, outlived, or,
  in at least one case, ripped to shreds their former masters and gone out
  into the world.

  While fully capable of using speech and most forms of magic, Felids are
  at a serious disadvantage due to their inability to use armour or
  weapons, or even grasping items well enough to throw a dart or point a
  wand. They can use their mouths and paws for simple manipulation like
  uncorking a bottle or unrolling a scroll. Like all cats, Felids are
  incapable of thriving on vegetable food, and need meat to survive.

  Their agility and stealth are legendary, as is their ability to get to
  hard to reach places. They move faster than most races, but don't run as
  fast as horses or Spriggans. Felids advance in levels very slowly, and
  are not very gifted in directly damaging magic, but make good summoners,
  enchanters or transmuters.

  The tale of a Felid who had nine lives isn't far from truth, as well.

Elves
========================================

There are a number of distinct species of Elf. Elves are all physically
slight but long-lived people, quicker-witted than Humans, but sometimes
slower to learn new things. Elves are especially good at using those skills
which require a degree of finesse, such as stealth, sword-fighting and
archery, but tend to be poor at using brute force and inelegant forms of
combat. They find heavy armour to be uncomfortable, and make the finest,
lightest armours to be found anywhere. Elves are particularly good at using
Elven weapons.

Due to their fey natures, all Elves are good at using magic in general and
air elemental magic in particular, while their affinity for other types of
magic varies among the different sub-species.

High Elves
  This is a tall and powerful Elven species who advance in levels very
  slowly, requiring half again as much experience as Humans. They have good
  intelligence and dexterity, but suffer in strength. Compared with Humans,
  they have fewer HP but more magic. Among all Elves, they are best with
  blades and bows.

Deep Elves
  This is an Elven species who long ago fled the overworld to live in
  darkness underground. There, they developed their mental powers, evolving
  a natural gift for all forms of magic (including necromancy and earth
  magic), and adapted physically to their new environment, becoming shorter
  and weaker than other elves and losing all colouration. They are poor at
  hand-to-hand combat, but excellent at fighting from a distance. They
  advance in levels slightly faster than High Elves.

Sludge Elves
  This is a somewhat degenerate species of Elves. They are mirror images of
  normal Elves in some respects: they have no special proficiency with bows
  or swords (long or short), nor do they have any aptitude in the
  traditional areas of High Elven magic (charms and conjurations). On the
  other hand, they are superlative transmuters, and are comfortable
  dabbling in necromantic, poison and elemental magic. As fighters, they
  are often more dangerous unarmed than armed. They advance in levels
  slightly slower than Humans.

Dwarves
========================================

Dwarves are generally short, hardy people. Originally inhabiting deep
underground caverns, some of them moved closer to the surface while still
sticking to the mountainous habitat. All Dwarves are particularly dangerous
when using Dwarven weaponry. Their armour and weapons are very well-crafted
and much more durable than the products of lesser artisans.

Mountain Dwarves
  Mountain Dwarves, as opposed to the subterranean specimen, come from
  cities far above the Dungeon. They love to fight, and often venture forth
  to seek fame and fortune through battle. As such, they are very robust
  and excellent at hand combat, especially favouring axes or bludgeoning
  weapons, and are good at using armour and shields. They are poor at
  missile combat, the single exception being crossbows. Polearms usually
  are too big for them to wield comfortably and so make quite bad weapons
  for Mountain Dwarves.

  In general, they are rather more resistant to magic than capable of using
  it themselves. However, they are very proficient at earth and fire magic.
  Thus, many a Mountain Dwarf started a career as an elementalist in those
  schools. They advance in levels at a similar rate to Deep Elves.

Deep Dwarves
  Deep Dwarves are a species who, unlike their Mountain Dwarf relatives,
  never left the underground homelands. Living there for countless
  generations made them turn pale and lose all ability to regenerate on
  their own (nor are they receptive to any effects which merely hasten
  regeneration), as well as all ability to recover from losses to their
  primary attributes over time. On the other hand, Deep Dwarves have
  developed the ability to instantly counteract small doses of damage.
  Their empathy with the earth makes them sense their surroundings; this
  ability increases in power as they gain experience levels.

  Given their lack of innate healing, few Deep Dwarves venture out for
  adventures or even combat. Those who do bring a wand of healing, or rely
  on divine assistance.

  Naturally, Deep Dwarves are quite adept with all arts of avoiding blows
  and damage and ungifted in the ways of physical combat. Those who have to
  defend their ground most often go with ranged combat (except for bows,
  which are too unwieldy for them) or spells. Deep Dwarves are highly
  spiritual beings, often portrayed as actual spirits by outsiders. They
  are most at home with the magic of earth and death.

  Like all other Dwarves, they are gifted forgers. In addition, Deep
  Dwarves can tinker with gadgets so as to recharge them. However, each
  time they do so, they lose a bit of their magical essence.

The Undead
========================================

As creatures brought back from beyond the grave, the undead are naturally
immune to poisons, negative energy and torment; have little warmth left to
be affected by cold; and are not susceptible to mutations.

There are three types of undead available to players: Mummies, Ghouls and
Vampires.

Mummies
  These are undead creatures who travel into the depths in search of
  revenge, redemption, or just because they want to.

  Mummies progress very slowly in levels, half again as slowly as Humans in
  all skills except fighting, spellcasting and necromancy. As they increase
  in levels, they become increasingly in touch with the powers of death,
  but cannot use some types of necromancy which only affect living
  creatures. The side effects of necromantic magic tend to be relatively
  harmless to Mummies. However, their desiccated bodies are highly
  flammable. They also do not need to eat or drink and, in any case, are
  incapable of doing so.

Ghouls
  They 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,
  especially rotting or tainted meat, and Ghouls gain resilience from
  consuming it.

  They aren't very good at doing most things, although they make decent
  fighters and, due to their contact with the grave, can use ice, earth and
  death magic without too many difficulties.

Vampires
  Vampires are another form of undead, but with a peculiarity: by consuming
  fresh blood, they may become alive. A bloodless Vampire has all the
  traits of an undead, but cannot regain lost physical attributes or
  regenerate from wounds over time - in particular, magical items or spells
  which increase the rate of regeneration will not work. On the other hand,
  a Vampire full with blood will regenerate very quickly, but lose all
  undead powers. Vampires can never starve. They can drink from fresh
  corpses with the 'e' command. Upon growing, they learn to transform into
  quick bats and, later, how to draw potions of blood from fresh corpses.

Draconians
========================================

Draconians are human-dragon hybrids: humanoid in form and approximately
human-sized, with wings, tails and scaly skins. Draconians start out in an
immature form with brown scales, but as they grow in power they take on a
variety of colours. This happens at an early stage in their career, and the
colour is determined by chromosomes, not by behaviour.

Some types of Draconians have breath weapons or special resistances.
Draconians advance very slowly in levels, but are reasonably good at all
skills but armour (most types of which they cannot wear) and missile
weapons. Still, each colour has its own strengths and some have
complementary weaknesses, which sometimes requires a bit of flexibility on
the part of the player.

Red Draconians
  feel at home in fiery surroundings. They are bad with ice magic but very
  proficient with fire. Their scorchingly hot breath will leave a lingering
  cloud of flame.

White Draconians
  stem from frost-bitten lands, and are naturally resistant to frost. Their
  breath is piercing cold. They are versed in ice magic, but bad at fire.

Green Draconians
  are used to venomous surroundings and breathe clouds of mephitic vapours.
  They are especially good in the arts of poison and without deficiencies
  in other magic realms. Later on, they will develop a poisonous stinger.

Yellow Draconians
  have a sulphurous breath full of corrosive acid, and later gain an acidic
  bite attack. They are acid resistant, too.

Grey Draconians
  have no breath weapon, but also no need to even breathe at all, which
  helps them survive in deep water. They are stealthy and good at stabbing.

Black Draconians
  can unleash huge electrical discharges, and are naturally insulated. They
  are good at air magic but feel cumbersome with earth magic.

Mottled Draconians
  are somewhat in touch with fire, yet are not weak with ice. They can spit
  globs of sticky flame a short distance.

Purple Draconians
  are highly adapted to all spellcasting in general, and to hexes and
  charms in particular. They are a bit better at evoking things than most
  other Draconians. They can breathe dispelling energy which strips those
  it hits of their enchantments.

Pale Draconians
  are better at air and fire magic, and have no deficiencies in other
  schools. They breathe steam and, like their Purple cousins, have a slight
  advantage at Evocations.

------------------------------------------------------------------------
2.                      LIST OF CHARACTER BACKGROUNDS
------------------------------------------------------------------------

In your quest, you play as one of a large number of different types of
characters. Although each has its own strengths and weaknesses, some are
definitely easier than others, at least to begin with. The best backgrounds
for a beginner are probably Fighters, Gladiators and Berserkers; if you
really want to play a magician, try a Conjurer. However, not all species
are equally well suited for all backgrounds. The lighter coloured choices
on the selection screen are generally considered to be the more accessible
ones.

Each background starts out with a different set of skills and items, but
from there you can shape them as you will. Note that due to peculiarities
of size or body shape, some characters start with a different inventory.

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

Gladiators
  The Gladiator has been trained to fight in the ring, and so is versed in
  the art of fighting, but is not so good at anything else. In fact,
  Gladiators have never learned anything except bashing monsters with heavy
  things. They start with a nasty weapon, a small shield, light armour, a
  helmet (if they can wear one) and some nets or darts.

Monks
  The Monk is a member of an ascetic order dedicated to the perfection of
  one's body and soul through the discipline of the martial arts. Monks
  start with very little equipment, but can survive without the weighty
  weapons and spellbooks needed by characters of other backgrounds.

Berserkers
  Berserkers are hardy warriors who worship Trog the Wrathful, from whom
  they get the power to go berserk (as well as a number of other powers,
  should they prove worthy), but who forbids the use of spell magic. They
  usually enter the dungeon with a mace or axe, and dressed in animal
  skins.

Priests
  Priests serve Zin, the ancient and revered God of Law, and are tasked
  with bringing Zin's teachings to the creatures of the Dungeon. Hill Orcs
  follow the Orc god Beogh instead, who will eventually allow them to
  convert an army of orcs to their cause. Priests enter the dungeon with a
  traditional weapon and a priestly robe.

Healers
  The Healer is a priest of Elyvilon. Healers begin with minor healing
  powers, but can gain far greater abilities in the long run. They are able
  to persuade monsters to abstain from bloodshed, gaining both piety and
  experience that way.

Chaos Knights
  The Chaos Knight is a plaything of Xom. Xom is a very unpredictable (and
  possibly psychotic) entity who rewards or punishes according to whim.

Death Knights
  The Death Knight is a fighter who aligns him or herself with the powers
  of death and worships Yredelemnul the Dark, who will soon grant the
  ability to re-animate the dead.

Abyssal Knights
  The Abyssal Knight is a fighter serving Lugonu the Unformed, ruler of the
  Abyss. They are granted some power over the Abyss, and must spread death
  and disorder in return.

Skalds
  Formidable warriors in their own rights, Skalds practice a form of
  augmenting battle magic that is either chanted or sung. Unique to the
  highlands in which they originate, these spells and formulae are second
  nature: they can either inspire greatness in themselves and their allies,
  or fear in the hearts of their enemies.

Warpers
  Warpers specialise in translocation magic, and are experts in travelling
  long distances and positioning themselves precisely and use this to their
  advantage in melee or missile combat.

Assassins
  An Assassin is a stealthy character who is especially good at killing,
  using daggers or blowguns.

Stalkers
  The Stalker is an Assassin who practices alchemy to prepare dangerous
  potions to use against his or her enemies. They also have means to pass
  through walls to catch foes unaware.

Hunters
  The Hunter is a type of fighter who specialises in missile weapons. A
  Hunter starts with either some throwing weapons or a ranged weapon and
  some ammunition, as well as a melee weapon and a set of leathers.

Artificers
  Artificers are attuned to gadgets, mechanics and magic elicited from
  arcane items, as opposed to casting magic themselves. As a consequence,
  they enter the Dungeon with an assortment of wands or a rod of striking.
  Artificers are skilled at evoking magical items and finding Traps and
  Doors, and understand the basics of melee combat. Those with wands also
  have some prior experience with scrolls of recharging.

Wanderers
  Wanderers are people who have not learned a specific trade. Instead,
  they've travelled around becoming "jacks-of-all-trades, masters of none".
  They start the game with a large assortment of skills and maybe some
  small items they picked up along the way, but, other than that, they're
  pretty much on their own. Non-human wanderers might not even know which
  skills they have (since they haven't quite learned enough for one full
  level), and therefore make for an additional challenge. You shouldn't
  expect Human Wanderers to be easy, either, as this background is
  typically harder to play than the others.

Magicians
========================================

A magician is not an available character background by itself, but a type
of background, encompassing Wizards, Conjurers, Enchanters, Summoners,
Necromancers, Transmuters, various Elementalists and Venom Mages. Magicians
are the best at using magic. Among other things, they start with a robe and
a book of spells which should see them through the first several levels.

Wizards
  A Wizard is a magician who does not specialise in any area of magic.
  Wizards start with a variety of magical skills and with Magic Dart
  memorised. Their book allows them to progress in many different branches
  of the arcane arts.

Conjurers
  The Conjurer specialises in the violent and destructive magic of
  conjuration spells. Like Wizards, the Conjurer starts with the Magic Dart
  spell.

Enchanters
  The Enchanter specialises in the subtle art of hexes. Instead of directly
  damaging foes, hexes disable and debilitate them, allowing the Enchanter
  to finish the helpless creatures in combat. The Enchanter begins with
  lightly enchanted weapons and armour, as well as the Corona spell and
  some enchanted darts, which should help them out until they can use the
  higher level hexes.

Summoners
  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.

Necromancers
  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.

Transmuters
  Transmuters specialise in transmutation magic, and can cause strange
  changes in themselves and others. They deal damage primarily in unarmed
  combat, often using transformations to enhance their defensive and
  offensive capabilities.

Venom Mages
  Venom Mages specialise in poison magic, which is extremely useful in the
  shallower levels of the dungeon where few creatures are immune to it.
  Poison is especially effective when used against insects, damaging their
  tracheae quite effectively.

Elementalists
  Elementalists are magicians who specialise in one of the four types of
  elemental magic: air, fire, earth or ice.

  Fire Magic
    tends towards destructive conjurations.

  Ice Magic
    offers a balance between destructive conjurations and protective
    charms.

  Air Magic
    provides many useful charms in addition to some unique destructive
    capabilities.

  Earth Magic
    is a mixed bag, with destructive, defensive and utility spells
    available.

------------------------------------------------------------------------
3.                             LIST OF SKILLS
------------------------------------------------------------------------

Here is a description of the skills you may have. You can check your
current skills with the 'm' command, and therein toggle between progress
display and aptitude display using '!'. You can also read the table of
aptitudes from the help menu using '?%', and during character choice with
'%'.

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). Fighting is also
the skill that determines the number of hit points your character gets as
they increase in levels (note that this is calculated so that you don't get
a long run advantage by starting out with a high Fighting skill). The first
level of Fighting skill can be obtained by training melee combat against
plants and fungi.

Weapon skills affect your ability to fight with specific melee weapons.
Weapon skills include:

  * Short Blades
  * Long Blades
  * Maces & Flails
  * Axes
  * Staves
  * Polearms

If you are already good at a weapon, say a long sword, and you practise for
a while with a similar weapon such as a short sword, your practise will be
sped up (and will require less experience) until both skills are equal;
this is called crosstraining and is show in green in the skill menu. The
skills which benefits from it have a +4 displayed next their aptitude to
show that they are trained twice as fast as they usually are. The skill
responsible for the crosstraining is marked with a green asterisk. Similar
types of weapons are:

  * Short Blades and Long Blades
  * Maces & Flails and Axes
  * Polearms and Axes
  * Staves and Polearms
  * Staves and Maces & Flails

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

Unarmed Combat is a special fighting skill. It allows your character to
make a powerful attack when unarmed and also to make special secondary
attacks (and increases the power of those attacks for characters who get
them anyway). You can practise Unarmed Combat by attacking empty-handed,
and it is also exercised when you make a secondary attack (a kick, punch,
etc.). Unarmed combat is particularly difficult to use in combination with
heavy armour or shields or very big weapons. As with Fighting, the first
level of this skill can be obtained by training it against plants and
fungi.

Ranged combat skills
========================================

There are a number of individual weapon skills for missile weapons:

  * Throwing (includes blowguns)
  * Bows
  * Crossbows
  * Slings

Throwing is the skill for all things hurled without a launcher: axes,
spears, stones, nets, etc. The other skills refer to various types of
missiles shot with a launcher. An exception to this are needles: these are
launched using blowguns, an action which uses and trains the Throwing
skill. Since stones can be thrown without launchers to good effect, these
skills crosstrain:

  * Throwing and Slings

Magic skills
========================================

Spellcasting is the basic skill for magic use. It affects your reserves of
magical energy (Magic) in the same way that Fighting affects your hit
points: every time you increase the Spellcasting skill you gain some magic
points and spell levels. This skill greatly influences the amount by which
casting causes hunger. Spellcasting also helps with the power of your
spells, but to a lesser extent than the more specialised magical skills.
This skill is very difficult 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). Note that characters starting with spells
always have at least one level of 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. 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 the opposite elemental magic skill higher
than the one you are practising: fire and ice are mutually opposed, as are
earth and air. This is called antitraining and is shown in the skill menu
in magenta. The "antitrained" skills have a -4 displayed next to their
aptitude to show that they will be trained twice as slowly as they usually
are. The skills responsible for the antitraining are marked with a magenta
asterisk.

  Say you have level 2 fire magic, level 4 ice magic and level 1 air magic.
  Practising ice or air magic won't be a problem. Practising fire magic
  will be very slow, as you have a higher level in ice magic.

Miscellaneous skills
========================================

Armour
  Heavier body armours give more reliable protection from damage but have
  several disadvantages.

  Having a high Armour skill means that you are used to wearing heavy
  armour, allowing you to move more freely and gain more protection. When
  you look at an armour's description (from within the inventory), you can
  see in particular show you how cumbersome it is. This is measured by the
  Evasion modifier.

  Walking and fighting in heavy armour will train the Armour skill. This
  skill helps to overcome the evasion penalty of body armours, reduces the
  amount by which heavy armour hamper melee fighting and also mitigates the
  bad effects of heavy armour on spellcasting. A really high Armour skill
  increases the AC provided by other types of armour (gloves, cloaks,
  etc.).

Dodging
  Not getting hit by weapons, missiles and spells trains Dodging. This is
  easier done in lighter armours. A high Dodging skill helps you to evade
  attacks better. You also train the Dodging skill when wearing a heavy
  armour, but more slowly.

Stealth
  Helps you avoid being noticed. Try not to wear heavy armour or be
  encumbered if you want to be stealthy. Large creatures (like Trolls) are
  bad at stealth. The big exception are Nagas, which are unusually
  stealthy. Stealth is trained by walking around lightly armoured, and
  especially by walking around unnoticed.

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

Shields
  Affects the amount of protection you gain by using a shield, and the
  degree to which it hinders you.

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. Note that you scan your
  vicinity in every move (not just with commands like 's', '.' or '5').
  Without (or with low) Traps & Doors skill, you search only the eight
  adjacent squares. The area covered gets larger with higher skill, as well
  as the chance to detect something.

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. Some gods (such as Trog) do not require followers to
  learn this skill.

  Like Spellcasting, this skill also affects your supply of magic, though
  Invocations gives a bit less than Spellcasting in this regard. In any
  case, these two effects are not cumulative: the higher contribution of
  Spellcasting or Invocations is used.

Evocations
  This skill lets you use wands much more effectively, in terms of both
  damage and precision. Furthermore, with high Evocations, you can easily
  deduce the number of charges in a wand through usage. Similarly, all
  other items that have certain powers (like crystal balls) work better for
  characters trained in this skill. Like Invocations, Evocations is easier
  to learn than other skills.

  If your character does not have a particular skill, he or she can gain it
  by practising the activities mentioned above.

------------------------------------------------------------------------
4.                        LIST OF KEYS AND COMMANDS
------------------------------------------------------------------------

Main screen
========================================

Crawl has many commands to be issued by single key strokes. This can become
confusing, since there are also several modes; here is the full list. Some
commands are particularly useful in combination with certain interface
options; such options are mentioned in the list. For a description of them,
please look into options_guide.txt. For a more terse list of all commands,
use '??' in-game. Most modes (targeting, level map, interlevel travel) also
have help menus via '?' on their own.

Movement
----------------------------------------

direction
  This moves one square. The direction is either one of the numpad cursor
  keys (try both Numlock on and off) or one of the Rogue vi keys
  (hjklyubn).

Shift-direction or / direction
  This moves straight until something interesting is found (like a
  monster). If the first square is a trap, movement starts nonetheless.

o
  Auto-explore. Setting the option explore_greedy to true makes
  auto-explore run to interesting items (those that get picked up
  automatically) or piles (checking the contents). Autoexploration will
  open doors on its own except if you set easy_open to false.

G or Ctrl-G
  Interlevel travel (to arbitrary dungeon levels or waypoints). Remembers
  old destinations if interrupted. This command has its own set of
  shortcuts; use ? for help on them.

Ctrl-W
  Set waypoint (a digit between 0 and 9). Check the option show_waypoints.
  You can go to a waypoint by pressing Ctrl-G or G and the digit.

Resting and Searching
----------------------------------------

s, Del, . or Numpad 5
  Rests and searches (these are not distinguished) for one turn. This is
  most often used tactically for waiting a few turns. Serious resting or
  searching should be done with the 5 command.

5 or Shift-Numpad 5
  Long resting/searching (until both health and magic points are full or
  something is found or 100 turns are over).

Dungeon interaction
----------------------------------------

O
  Open door. This is usually done automatically by walking into the door,
  unless you set the option easy_open to false.

C
  Close door.

Ctrl-direction or * direction
  Tries to untrap a known trap on the specified square, else opens/closes
  door if there is one, else attacks without move (even if no monster is
  seen).

<
  Use staircase to go higher or enter a shop or portal.

>
  Use staircase to go deeper or enter a shop or portal.

;
  Examine occupied tile and auto-pickup eligible items. Can also be used to
  pick up only part of a stack with no other item on the same square.

x
  Examine surroundings, see below. Has '?' help.

X
  Examine level map, see below. Has '?' help.

Ctrl-X
  Lists all monsters, items and features in sight. You may read their
  descriptions and travel to an item or feature.

Ctrl-O
  Show dungeon overview (branches, shops, etc.).

!
  Annotate current level. You can enter any text. This annotation is then
  listed in the dungeon overview (Ctrl-O) and also shown whenever you enter
  that level again. If you use this command when standing on a staircase,
  you may also annotate the level that staircase leads to. Should your
  annotation contain an exclamation mark (!), you will be prompted before
  entering the level. An empty string clears annotations.

Character information
--------------------------------------

'display' below means usage of the message area, 'show' means usage of the
whole screen.

@
  Display character status.

[
  Display worn armour.

}
  Display wielded and secondary weapons, and missiles (to be shot with the
  'f' command).

"
  Display worn jewellery.

E
  Display experience info.

^
  Show religion screen.

A
  Show abilities/mutations.

a
  Choose an ability or read its description. a? or a* show current
  abilities as a menu.

\
  Show item knowledge.

m
  Show skill screen. You can get descriptions of present skills from that
  screen, as well as the aptitudes. The screen has its own help text.

i
  Show inventory list. Inside this list, pressing a slot key shows
  information on that item.

]
  Shows a restricted inventory, only containing worn, wielded and quivered
  items.

I
  Show list of memorised spells.

%
  Show resistances and general character overview: health, experience,
  money, gear, and status, mutations, abilities (the latter three more
  terse than with the command @, A, a). This is a highly condensed
  conglomeration of [, ", E, ^, @, A, a, $ on a single screen. Pressing the
  key of a displayed item views it.

Other game-playing commands
----------------------------------------

a
  Use special ability.

p
  Pray to your god, generally in order to sacrifice some item.

z
  Cast a spell. Should the spell demand monsters as targets but there are
  none within range, casting will be stopped. In this case, neither turns
  nor magic are used. If you want to cast the spell nonetheless, use Z.

Z
  Cast a spell regardless of range limitations.

I
  List spells memorised.

t
  Tell commands to allies, or shout (with tt).

Ctrl-A
  Toggle autopickup. Note that encounters with invisible monsters always
  turns autopickup off. You need to switch it on with Ctrl-A afterwards.

Ctrl-T
  Toggle your allies' pickup behaviour between three settings: don't pick
  up anything, only pick up items dropped by allies, pick up anything. This
  toggle only works for characters who have gained permanent, intelligent
  allies.

`
  Re-do previous command

0
  Repeat next command a given number of times

Non-game playing commands
----------------------------------------

?
  The help menu.

Ctrl-P
  Show previous messages.

Ctrl-R
  Redraw screen.

Ctrl-C
  Clear main and level maps.

#
  Dump character to file (name.txt).

:
  Add note to dump file (see option take_notes).

?:
  Read the notes in-game.

?V
  Display version information.

?/
  Describe a monster, spell or feature. You can enter a partial name or a
  regex instead of the full name.

~ or Ctrl-D
  Add or save macros and key mappings.

=
  Reassign inventory/spell/abilities letters.

_
  Read messages (when playing online; not for local games).

-
  Edit player doll (Tiles only).

Saving games
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

S
  Save game with query and exit.

Ctrl-S
  Save game without query and exit.

Ctrl-Q
  Quit without saving (you're asked before).

Stashes
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

Ctrl-F
  Find. This searches in stashes and shops, you can use regular expressions
  and also terms like 'long blades', 'shop', 'altar', 'artefact'. If you
  are looking for altars to a special god, a search for 'Trog' , etc.
  works. If all items are stashed (the default), then a string like 'D:13'
  will list all known items on that level. 'D:1}' will search for items on
  level 1 only, as opposed to 'D:1', which will also list items on D:10
  through D:19. Once the list of all found places is displayed, you can
  cause auto-travel to go there (press the associated letter) or you can
  examine the items (press ? followed by the letter).

Ctrl-E
  Exclude a square from stash tracking.

Item interaction (inventory)
========================================

{
  Inscribe item (check the autoinscribe option). An empty inscription or
  inscribing only space will remove prior inscriptions. See Appendix 6.
  "Inscriptions". You can also inscribe items when viewing them by pressing
  their slot key in the inventory.

f
  Fire quivered missile. If some monster is in sight, either the last
  target or the nearest monster will be automatically targeted. Pressing f
  again shoots.

F
  Directly choose an item and fire. Contrary to fi this does not change the
  quiver.

(, )
  Cycle quiver to next/previous suitable missile.

Q
  Quiver item from a menu.

q
  Quaff a potion.

e
  Eat food (tries floor first, inventory next). In the eating prompt, e is
  synonymous to y.

r
  Read a scroll or book. When reading a book, you may destroy the book in
  order to forget a spell.

M
  Memorise a spell from a book.

w
  Wield an item ( - for none).

'
  Wield item a, or switch to b.

v
  Evoke power of wielded item. Also used to attack non-adjacent monsters
  with weapons of reaching.

V
  Evoke an item from the inventory. This includes using wands.

W
  Wear armour.

T
  Take off armour.

P
  Put on jewellery.

R
  Remove jewellery.

Item interaction (floor)
========================================

g or ,
  Pick up items; press twice for pick up menu. Use a prefix to pick up
  smaller quantities. As with dropping, Ctrl-F allows you to  pick up items
  matching a regular expression.

d
  Drop an item. Within the drop list, you can select slots based on a
  regular expression by pressing Ctrl-F, followed by the regex.

d#
  Drop exact number of items, where # is a number.

D
  Drop item(s) picked up last.

c
  Chop up a corpse. This will switch to the knife in your pack (unless you
  wield an edged weapon already or have a mutation like claws), cut up a
  single corpse on the ground and switch back to your primary weapon. In
  case there are several corpses on the ground, you are prompted one by
  one. There, you can answer

  =========  ================================
  y, c       yes (chop up this corpse)
  n, Space:  no (skip this corpse)
  a          yes to all (chop up all corpses)
  q, Esc     stop chopping altogether
  =========  ================================

Shortcuts in lists (like multidrop)
========================================

When dropping (with the drop_mode = multi option), the drop menu accepts
several shortcuts. The same applies to the pickup menu. In the following,
if an item is already selected, the key will deselect it (except for ','
and '-', obviously).

(
  Select all missiles.

)
  Select all hand weapons.

[
  Select all armour.

?
  Select all scrolls.

%
  Select all food.

&
  Select all carrion and inedible food.

+ or :
  Select all books.

/
  Select all wands.

\ or |
  Select all staves.

!
  Select all potions.

=
  Select all rings.

"
  Select all amulets.

}
  Select all miscellaneous items.

,
  Global select (subject to drop_filter option).

-
  Global deselect (subject to drop_filter option).

*
  Invert selection. This will allow you to select all items even if you use
  the drop_filter option.

.
  Selects next item. (If you have pressed the key of an item in the list,
  '.' will toggle the next item. This can be repeated, quickly selecting
  several subsequent items).

Level map ('X')
========================================

The level map (brought up by 'X' in the main screen) uses the whole screen
to show the dungeon. The first line of that screen usually gives the name
of the level and a hint on the help screen. You can use the level_map_title
option to get rid of that.

Esc, Space
  Leave level map.

?
  Level map help.

-
  Scroll level map up.

+
  Scroll level map down.

direction
  Move cursor.

Shift-direction
  Move cursor in bigger steps (check the option or / direction
  level_map_cursor_step).

.
  Travel to cursor (also Enter, Del, ',' and ';'). If the cursor is on the
  character, move cursor to last travel destination instead.

<
  Cycle through up stairs.

>
  Cycle through down stairs.

^
  Cycle through traps.

_
  Cycle through altars.

Tab
  Cycle through shops and portals.

*
  Cycle forwards through stashes (if the option stash_tracking is set to
  all, this cycles through all items and piles).

/
  Cycle backward through stashes.

Ctrl-C
  Clear level and main maps (from temporarily seen monsters, clouds, etc.).

Ctrl-F
  Forget level map.

Waypoints can be set on the level map. You can travel to waypoints using G.
Check the option show_waypoints. The commands are:

Ctrl-W
  Set waypoint.

W
  Cycle through waypoints.

Travel exclusions mark certain spots of the map as no-go areas for
autotravel and explore.

e
  Set travel exclusion. If an exclusion is already present, change size
  (from single square to full field of vision); after that, remove
  exclusion.

Ctrl-E
  Erase all travel exclusions at once.

E
  Cycle through travel exclusions.

Examining surroundings ('x')
========================================

When roaming the dungeon, the surroundings mode is activated by 'x'. It
lets you have a look at items or monsters in line of sight. You may also
examine stashed items outside current view using the option target_oos =
true (if using this, check the option target_los_first).

Esc, Space, x
  Return to playing mode.

?
  Special help screen.

* or '
  Cycle objects forward.

/ or ;
  Cycle objects backward.

+ or =
  Cycle monsters forward.

-
  Cycle monsters backward.

direction
  Move cursor.

. or Enter
  Travel to cursor (also Del).

v
  Describe feature or monster under cursor. Some branch entries have
  special information.

>
  Cycle downstairs.

<
  Cycle upstairs.

_
  Cycle through altars.

Tab
  Cycle shops and portals.

Targeting
========================================

Targeting mode is similar to examining surroundings. It is activated
whenever you fire projectiles, evoke a wand or cast spells which use
targets. All of the commands described for examination of surroundings
work, with the exception of Space (which fires).

Esc or x
  Stop targeting.

?
  Special help screen.

Enter
  Fire at cursor direction (also Del and Space).

.
  Fire at cursor position and stop there with slightly reduced impact. This
  can be useful to avoid damaging pets, or to avoid losing arrows.

p
  Fire at previous target (if still in sight).

f
  Smart-firing: fire at previous target, if it is still in sight; and else
  fire at the cursor position. Together with the default_target option
  (which is on by default) this allows to start shooting at an opponent
  with 'ff' and then keep firing with 'ff'.

:
  Toggle display of the beam path.

Ctrl-F
  Toggle target modes (between enemies, all, friends; see also option
  target_zero_exp).

(, )
  These two commands allow you to change ammunition while targeting. The
  choice is subject to the fire_order option. Usually, you change missiles
  according to your launcher; i.e. when wielding a bow, ( and ) will cycle
  through all stacks of arrows in your inventory.

Shift-direction
  Fire straight in that direction. You can go back to the old targeting
  mode (allowing straight firing by pressing just the direction key) using
  the option target_unshifted_dirs. Note that target_unshifted_dirs is
  mutually exclusive with default_target.

------------------------------------------------------------------------
5.                          LIST OF ENCHANTMENTS
------------------------------------------------------------------------

The stats area has room for showing the enchantments which you currently
enjoy or have to suffer. Generally, these are only shown for temporary
effects, so a Kenku's native flying ability is not noted, and neither is
the effect of a ring of regeneration. A list of these enchantments follows,
as some are either abbreviated or may have unusual effects.

General enchantments
========================================

Hungry
  Most species can eat chunks of corpses only if hungry.

Very Hungry
  You are even hungrier than usual.

Near Starving
  You are in desperate need of food.

Starving
  You should really eat something; death is not far away.

Full
  You have eaten a lot.

Very Full
  You have eaten almost all you can for now.

Engorged
  You can't eat any more for now.

Sick
  You are sick, usually from bad food. Hit points don't regenerate until
  cured (wait it out or quaff a potion of healing). Occasionally a primary
  attribute might drop.

Pois
  You are poisoned and continually lose hit points. There are several
  levels of poisoning. Cure with potions of healing or by waiting it out.

Pray
  You are praying. This can have different effects depending on your
  religion.

Encumbered
  Your load is heavy enough to slow you down. You also need more food when
  walking around encumbered. Try to avoid this!

Overloaded
  You carry too much to do anything sensible. Drop stuff!

Conf
  You are confused. Actions may not work properly. Wait it out or drink a
  potion of healing for immediate cure.

Fast
  All of your actions are faster (this can cause magic contamination).

Swift
  You move at a somewhat higher speed. This only means movement speed.

Slow
  All actions are slowed. Note: ending berserking will slow you.

Special enchantments
========================================

Breath
  Some abilities (like Draconian breath weapons and Naga poison spit)
  require you to catch your breath in between uses. These abilities cannot
  be re-used until the Breath status disappears.

Invis
  You are invisible. This can cause glowing if used too much.

Tele
  You are about to teleport, i.e. feeling "unstable". If you are about to
  teleport, another teleport (by any source) will cancel it.

Lev
  You levitate a few inches above the ground. While this is enough to cross
  water and lava, movement is not completely controlled. It will usually
  time out.

Fly
  You fly, gaining the benefits of levitation with none of the drawbacks.
  Flying provides an additional speed bonus to swiftness.

Held
  You are held in a net. You cannot move freely and will instead try to
  fight your way out of the net.

Mesm
  You are mesmerised and cannot move away from the monster(s) mesmerising
  you.

Fire
  You are covered with sticky fire. It will hurt you for a few turns,
  probably burning scrolls in the process. Drop the most important ones!

Regen
  You regenerate hit points at an unnaturally fast rate. This is only shown
  for temporary regeneration.

Glow
  You glow from mutagenic radiation. This can mutate you over time, usually
  with a bad outcome. The colour indicates the severity: the first level
  (grey) is only a warning, and no mutation will occur from it.

RMsl
  You repel missiles, i.e. there's a good chance to evade them.

DMsl
  You deflect missiles, i.e. there's a great chance to evade them. Still,
  this protection is not bulletproof.

Rot
  This is a very harmful, necromantic ailment. You will lose maximum hit
  points over time. Only healing potions and wands or and certain abilities
  restore these, once lost. The rotting status itself is cured with potions
  of healing or by waiting it out.

Ins
  You are insulated, i.e. resistant to electric shocks.

Touch
  Your hands are glowing, and any monster you touch might become confused.

Blade
  You are bonded with your blade, so it strikes more accurately.

-MR
  You are more vulnerable to hostile enchantments.

MR
  You are more resistant to hostile enchantments.

There are several more enchantment messages for various spells. The
description of the spell causing the enchantment will explain these.

------------------------------------------------------------------------
6.                              INSCRIPTIONS
------------------------------------------------------------------------

You can use the { command to manually inscribe items; alternatively, you
can also inscribe when viewing items from the inventory (done by pressing
the item's letter). This adds a note in curly braces to the item
description. Besides simply allowing you to make comments about items,
there are several further uses.

Automatic inscriptions
========================================

These are done by the game to help you to identify items. For example,
rings or scrolls which did not do anything obvious upon first use will be
automatically inscribed with "{tried}".

Inscriptions as shortcuts
========================================

You can use inscriptions to define shortcuts for easy access to items,
regardless of their actual inventory letter. For example, if an item's
inscription contains "@w9", you can type 'w9' in order to wield it. Instead
of the 9, any other digit works as well. And instead of 'w'ield, any other
command used for handling items can be used: 'e'at, r'ead, 'q'uaff, 'z'ap,
'f'ire, etc. Using "@*9" will make any action command followed by '9' use
this item.

Safety inscriptions
========================================

Inscriptions containing the following strings affect the behaviour of some
commands:

!*
  prompt before any action using this item

!w
  prompt before wielding and unwielding

!a
  prompt before attacking when wielding this item. Non-weapons and ranged
  weapons prompt automatically. Also, if you answer 'y', you won't be
  prompted again until you switch weapons.

!d
  prompt before dropping

!e
  prompt before eating

!q
  prompt before quaffing

!r
  prompt before reading

!f
  prompt before firing or throwing

!W
  prompt before wearing armour

!T
  prompt before taking off armour

!P
  prompt before putting on jewellery

!R
  prompt before removing jewellery

!v
  prompt before evoking an item

!Q
  prompt before explicitly quivering an item

!p
  prompt before sacrificing a stack containing an item with this
  inscription; if the answer is "No", the whole stack will be skipped, and
  no items will be sacrificed

=p
  prompt before sacrificing this particular item; if the answer is "No",
  then Crawl will go on to sacrifice further items in the stack

=g
  item will be picked up automatically if autopickup is on

=k
  item will be ignored in all listings on the ground (it can still be
  picked up if all items on the ground have this inscription)

=s
  If stash tracking is explicit, then dropping this item will cause a stash
  to automatically be marked.

=f
  item is excluded when cycling ammunition and from automatic quivering

+f
  item is included when cycling ammunition and in automatic quivering

!D
  prompt before performing an action that might destroy this item. If
  you're attempting to destroy an item thus inscribed by sacrificing it,
  destroying a weapon or burning a book in the names of various deities,
  the game won't even ask you for confirmation but silently ignore this
  item. It also protects against accidentally casting Sticks to Snakes on
  your favourite weapon. However, it won't protect against lava accidents
  or hungry jellies.

You can use the autoinscribe option to have some items automatically
inscribed. See options_guide.txt for details. Some examples are::

  autoinscribe = royal jell:=g
  autoinscribe = wand of healing:!v

Artefacts autoinscriptions
========================================

Many players use inscriptions for properties of artefacts. This makes
browsing the inventory or stashes easier. Crawl provides a scheme for
automatic inscription (you can switch this off using the option
autoinscribe_artefacts=false).

Here, one has to negotiate between two concurrent objectives: terseness for
better use of limited line lengths versus verboseness for easier reading.
The default inscriptions use the following general ideas:

rXXX
  signifies a resistance

+XXX
  signifies an ability you can evoke via the 'a' command

-XXX
  signifies a suppressed ability

XXX+
  is a stronger version of property XXX

XX+6
  means a boost to some numerical stat (similar with XX-2, etc.)

Here is the full list:

rC+
  one level of cold resistance

rC++
  two levels of cold resistance

rC-
  one level of cold susceptibility

rF+
  one level of fire resistance

rF++
  two levels of fire resistance

rF-
  one level of fire susceptibility

rN+
  one level of negative energy resistance (life protection)

rPois
  poison resistance

rElec
  electricity resistance (insulation)

AC+3
  AC (armour class) modifier

EV+3
  EV (evasion) modifier

Str+3
  strength modifier

Dex+3
  dexterity modifier

Int+3
  intelligence modifier

Dam+3
  damage modifier

Acc+3
  accuracy modifier

MR
  boost to magical resistance to hostile enchantments

Stlth
  stealth boost

Stlth+
  higher stealth boost

rCorr
  resist corrosion

rMut
  resist mutation

+Lev
  can evoke levitation

+Inv
  can evoke invisibility

+Blink
  can evoke blink

+Rage
  can evoke berserk

*RAGE
  uncontrolled berserk (anger)

*TELE
  random teleporting

-TELE
  prevents teleportation

-CAST
  prevents spellcasting

MUT
  mutagenic (will cause mutations)

MUT+
  highly mutagenic

Noisy
  makes noises

Hunger
  increased hunger

Hunger+
  highly increased hunger

Curse
  chance of self-cursing on equipment

Fire
  ring of Fire

Ice
  ring of Ice

SustAb
  sustain abilities

Hunger-
  sustenance

Regen
  regeneration

Wiz
  wizardry

MP
  magical power (additional Magic points)

cTele
  controlled teleport

cFly
  controlled flight

SInv
  see invisible

Clar
  clarity

Cons
  conservation

Gourm
  gourmand

Ward
  warding

Spirit
  guardian spirit

Inacc
  inaccuracy (Acc-5)

Debugging inscriptions
========================================

If you've entered wizard mode, then you can change the zapping range of a
wand by inscribing it with 'range:number' (e.g., 'range:50').  This only
works for wands zapped by the player.
