õ|gg4¾Ÿ Player: blitzy Game: Tutorial 0.32 Server: crawl.dcss.io Filename: 2024-12-22.02:44:05.ttyrec Time: (1734835445) Sun Dec 22 02:44:05 2024 ö|gg³ [?1051l[?1052l[?1060l[?1061hö|ggàV)0[?7h[?25l[?1cö|ggW ö|ggP._Welcome, blitzy. You have a choice of lessons:  a - Lesson 1: Movement and Explorationb - Lesson 2: Monsters and Combat  c - Lesson 3: Items and Inventory  d - Lesson 4: Magic and Spellcasting  e - Lesson 5: Gods and Divine Abilitiesø|ggÒ‘ø|ggG ø|ggMQ Îblitzy the CoveredHumanHealth: 18/18 ========================Magic: 3/3========================AC: 2Str: 16EV: 10Int: 8SH: 0Dex: 12XL:  1 Next:  0% Place: Dungeon:1Noise: ---------  Time: 0.0 (0.0)-) Nothing wieldedNothing quiveredø|ggÛX E####+#####...)...##.<.@.<.##########ø|gg½^ iIn this lesson you're going to learn about gods and how to use their powers.You can reread all messages at any time with [Ctrl-P]. Also, press [Space] toclear the --more-- prompts.ø|gg•½   --more--ø|ggR¿ û|gg›Sû|ggkTû|gg£\û|ggã{:  Found a mace.û|gg£v _Found three staircases leading out of the dungeon.ý|ggóÁ£###+###..@..ý|gg"½.<.<.<.#########ý|ggÈý|ggžÈ)1.0 (1 ý|gg½È _ý|ggúÌý|gg=ÓM _You see here a +0 mace.þ|ggè <2þ|gg é þ|gg§ë # _b - a +0 mace}ggäc }gg. You'll first be given a description of the god, and then be asked if you really want to+}ggì :}ggÁzjjoin. To see a list of the standard gods and which of their altars you've seen in your current game, press 'Ctrl-O'. You can also learn about all gods by pressing '?/G'. Note that some gods are picky about who can enter their service; for example, good gods will not accept demonic or undead devotees. :}ggB{èIf you would like to start the game with a religion, choose your background from Berserker, Chaos Knight, or Cinder Acolyte. ------------------------------------------------------------------------ K.MUTATIONS:}ggCœIf you would like to start the game with a religion, choose your background from Berserker, Chaos Knight, or Cinder Acolyte. ------------------------------------------------------------------------ K.MUTATIONS ------------------------------------------------------------------------ The Dungeon contains many sources of mutagenic radiation and magical contamination, which may cause your character to gain semi-permanent mutations if affected. You can use the 'A' command to view a list of any mutations that you have acquired. Individual mutations can be examined in further detail by pressing the letter they are labelled with. Many mutations are actually beneficial to your character, but there are plenty of nasty ones as well. Some mutations have multiple levels, each of which counts as a single mutation. Miscasting spells will cause magical contamination, which in turn can cause mutations if too much contamination is accrued at once. Certain powerful magical effects or spells (such as 'Invisibility' and 'Irradiate') also cause contamination as a side-effect even when successful. A single use of these effects is safe on its own, but multiple uses in short succession, or usage with existing contamination from other sources can cause dangerous:}gg„| flevels of contamination. Mutations from magical contamination are almost always harmful. Mutations can also be caused by specific potions or by spells cast by powerful enemies found deep in the dungeon. It is more difficult to get rid of bad mutations than to get one. Using potions of mutation will remove a number of your current mutations, but will give you more mutations. These might be better to your taste. However, the only sure-fire ways is to join the gods Zin or Jiyva, each of whom provides some remedy against mutations. ;}ggÁ:enemies. These are listed in purple on the list of mutations, and marked as temporary. ------------------------------------------------------------------------ L.LICENCE, CONTACT, HISTORY ------------------------------------------------------------------------ See licence.txt for information about Crawl's licensing. Most of the game's components are licensed under version 2 or later of the GNU General Public License; those that aren't are under compatible licenses. Disclaimer  This software is provided as is, with absolutely no warranty express orimplied. 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. Contact and community information ======================================== Crawl's homepage is at:  http://crawl.develz.org Use this page for direct links to downloads of the most recent version. You;}ggI'ùcan also submit bug reports on the GitHub issue tracker at:https://github.com/crawl/crawl/issues If you'd like to discuss Crawl, a good place to do so is the #dcss channel of the Roguelikes Discord:;}gg¾x Bthat provides helpful information and statistics about the game. Some players frequent the #crawl channel on the Libera IRC network, which is also the home of Sequell and other info bots. For those interested in game development, see the #crawl-dev channel, which is frequented by many members of the game's development team. History began as Linley's Dungeon Crawl, created in 1995 by Linley Henzell. Linley based Crawl on popular roguelikes of the time, namely Moria, Hack, ;}gg¼y ?and NetHack, also taking inspiration from traditional RPGs like Ultima IV. The object of your quest in Crawl, the Orb of Zot, was taken from Wizard's Castle, a text adventure written in BASIC. Linley produced Crawl versions up to 3.30, released in March 1999. Further work was then carried out by a group of developers who released 3.40 in February 2000. Of these developers, Brent Ross emerged as the single maintainer, producing versions until 4.0 beta 26 in 2002. Brent released an alpha version 4.1 in August 2005, which vastly overhauled the codebase and reworked many of the game's aspects, but also considerably increased its difficulty. By this point, Brent no longer had enough free time to develop Crawl. Hence Darshan Shaligram, who had previously contributed many UI;}ggë[ wimprovements, recruited longtime player Erik Piper to start a new project and continue development. Darshan and Erik aimed to incorporate ideas from the 4.1 alpha and produce a more balanced an enjoyable game. Calling their project "Dungeon Crawl: Stone Soup" in reference to their collaborative process, they pulled many<}gg¢¤ ------------------------------------------------------------------------ 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 <}ggb,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). <}gg²ÑSeveral interface routines are outsourced to external Lua scripts. The standard distribution has them in the dat/clua/ directory. Have a look at the single scripts for short descriptions. <}gg õTGenerally, Crawl should run swiftly on all machines (it compiles out of the box for Linux, Windows, OS X, and, to some lesser extent, other Unices). If, for some reason, you find Crawl runs unacceptably slowly on your machine, there are a few measures which may improve the situation:<}ggõI- set travel_delay = -1 to avoid screen redraws during travel (this might<}gg" ¢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 <}ggœ" ¹ * 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 <}gg@# ˆarbitrary 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=}ggü;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 =}ggŽ<======================================== 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 =}ggÜ<|artefacts are randomly generated. Furthermore, scrolls of acquirement offer a random selection of items instead of a specific wish. Likewise, there are no sure-fire means of life saving (the closest equivalents are scrolls of blinking, and good religious standings for some deities). Anti-grinding =========================================}ggÎÞÕBalance ======================================== 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 =}ggh߆wrong 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 th 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 =}ggÇßÁhuman 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.=}gg_ˆ 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?}ggj†be  especially useful if playing on a remote server)- try playing in console mode rather than tiles ------------------------------------------------------------------------ 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?}gg„ºœGenerally, Crawl should run swiftly on all machines (it compiles out of the box for Linux, Windows, OS X, and, to some lesser extent, other Unices). If, for some reason, you find Crawl runs unacceptably slowly on your machine, there are a few measures which may improve the situation:- set travel_delay = -1 to avoid screen redraws during travel (this mightB}gg=;— ------------------------------------------------------------------------ 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/clua/ directory. Have a look a the single scripts for short descriptions. B}gg­ÝThe development of Crawl proceeds to this day, with a team of many developers and hundreds of contributors. ------------------------------------------------------------------------ M.MACROS, OPTIONS, PERFORMANCEC}gg z C}gg… C}gg*Œ blitzy the Covered#..###.###..#Human#..#⌠...⌠#..#Health: 18/18 ========================#....._.....#Magic: 3/3========================#..#⌠...⌠#..#AC: 2Str: 16#..###.###..#EV: 10Int: 8♣.........♣SH: 0Dex: 12♣..ß.ß..♣C}gg FXL:  1 Next:  0% Place: Dungeon:1#@#Noise: ---------  Time: 7.5 (0.0)#.#b) +0 mace#.#Nothing quivered####'#####.......##.<.<.<.##########Up ahead is an altar to Trog the Wrathful! Trog is just one of many gods. In areal game, you can check [Ctrl-O] for a list of all altars and other _interesting features found so far. _Okay, then.C}gg/’ C}ggº’ C}ggb— C}gg ™ I}gg”Í 4I}gg6Ñ I}ggrÓ > _Unknown command.V}gg$˜V}ggýšD [?25h[?0c [?1051l[?1052l[?1060l[?1061l