uhi Player: marcbb Game: DCSS 0.33 Server: crawl.dcss.io Filename: 2025-07-14.13:17:58.ttyrec Time: (1752499078) Mon Jul 14 13:17:58 2025 uh [?1051l[?1052l[?1060l[?1061huh)V)0[?7h[?25l[?1cuhuhuhUWelcome, marcbb. Please select your species. SimpleIntermediateAdvanced a - Mountain Dwarf  j - Humans - Coglin b - Minotaurk - Koboldt - Vine Stalker c - Merfolkl - Revenantu - Poltergeist d - Gargoylem - Demonspawnv - Demigod e - Draconiann - Djinniw - Formicid f - Trollo - Sprigganx - Naga g - Deep Elfp - Tenguy - Octopode h - Armataurq - Oniz - Felid i - Gnollr - BarachiA - Mummy Mountain Dwarves are strong melee fighters and capable heavy-armoured casters. They can use scrolls to enchant even some artefacts. + - Recommended species * - Random species # - Recommended character ! - Random character % - List aptitudesSpace - Pick background first ? - Helpuh2 a - Mountain Dwarf j - Human Humans are natural explorers. Discovering new places refreshes and invigorates them. They are otherwise completely average.uh\( a - Mountain Dwarf  j - Human Mountain Dwarves are strong melee fighters and capable heavy-armoured casters. They can use scrolls to enchant even some artefacts.uhG a - Mountain Dwarf b - Minotaurinotaurs are large muscular humans with bovine heads. They excel at all forms of close and ranged combat.uh22[ b - Minotaur c - Merfolk Half fish, half human, Merfolk are citizens of both water and land. They are strong combatants, and adept at using magic to assist in battle.uhD  b - Minotaur c - Merfolk Minotaurs are large muscular humans with bovine heads. They excel at all forms of close and ranged combat.uh8 / a - Mountain Dwarf b - Minotaurountain Dwarves are strong melee fighters and capable heavy-armoured casters. They can use scrolls to enchant even some artefacts.uhLuh*NuhSWelcome, marcbb the Mountain Dwarf. Please select your background. uh]SWarriorAdventurerMage a - Fighter i - Artificerq - Hedge Wizard b - GladiatoruhSxj - Shapeshifterr - Conjurer c - Monkk - WandereruhSGs - Summoner d - Hunterl - Delvert - Necromancer uhS_e - BrigandWarrior-mageu - Forgewright uhTqZealotm - Warperv - Fire Elementalist uh"T=f - Berserkern - HexslingeruhDTww - Ice Elementalist g - Cinder Acolyteo - EnchanteruhTx - Air Elementalist h - Chaos Knightp - Reavery - Earth Elementalistz - Alchemist Fighters are equipped with armour and shield, as well as a weapon of their uhUuchoice and potions of might. + - Recommended background * - Random background uh+U# - Recommended character ! - Random character % - List aptitudesSpace - Change species ? - Helpuhu a - Fighter b - Gladiator Gladiators are ready for the arena with light armour, a weapon of their choice, and a few throwing weapons and nets.uh vuhN b - Gladiator c - Monk Monks start with a simple weapon of their choice, an orb of light, and a potion of divine ambrosia, and gain additional piety with the first god they worship.uh c - Monk d - Hunter Hunters carry a shortbow, light armour and a scroll of butterflies. uh" d - Hunter e - Brigand Brigands carry poisoned darts and a small number of nasty curare darts.uhn@ 1 e - Brigand f - Berserker erserkers believe in Trog, the magic-hating god of frenzy. Not much can stop a raging berserker early on, apart from hubris.uh f - Berserker n - Hexslinger Hexslingers carry a sling, and use hex magic to make their foes more vulnerable to attacks from afar.uh]uh^ln - Hexslinger o - Enchanter Enchanters know a variety of Hexes that can incapacitate their foes, and are equipped with an enchanted dagger and potions of invisibility.uh$o - Enchanter p - Reaver Reavers start with a weapon of their choice and deadly magic to supplement it when in need. They start with the Kiss of Death spelluh!.uhGp - Reavery - Earth Elementalist Earth Elementalists know the Sandblast spell, and can later learn more earthen spells suitable for subtle stabbing or brute-force blasting.uh[A Yx - Air Elementalist y - Earth Elementalist Air Elementalists have learned the Shock spell. Their electrical magic can harm groups of foes, while their air spells assist in fighting or fleeing enemies.uh'=w - Ice Elementalist x - Air Elementalist Icebegin with the Freeze spell. Their later spells provide strongoffence and defence, but may restrict their movement.uh3 v - Fire Elementalist w - Ice Elementalist Fire Elementalists have learned the Foxfire spell. Their other starting spells are likewise focused on fiery and explosive destruction.uh=u - Forgewrightv - Fire Elementalistorgewrights are mages who specialise in the creation of turrets and mechanical companions to fight alongside.uh uhX uhe marcbb the TinkererMountain DwarfHealth: 14/14 ========================Magic: 3/3========================AC: 2Str: 12EV: 10Int: 15SH: 0Dex: 8XL:  1 Next:  0% Place: Dungeon:1uh f Noise: ---------  Time: 0.0 (0.0)a) +0 hammerCast: Kinetic Grapneluhm }## ####~##~####~P~~P~ ##~PßPPßP~#.###.P..P~#####.......@~~....#.###.P..♣~###..#~PßP♣ß ~#uhxn ##~P~ ♣~ ###~# ####uhx uh Welcome, marcbb the Mountain Dwarf Forgewright.Will you prevail where others failed? Will you find the Orb of Zot?uh! uh Press ? for a list of commands and other information.uh uhW [ _Found a staircase leading out of the dungeon.uh}M ## ##  ##~##~## #~P~~P~# #~PßPPßP~# .###.P.@P~#####......<~~....#.###.P..♣~###..#~PßP♣ß♣~#~###uh4uhe21.0 (1 _uh uhZ uh Z ## ## ##~##~## ##~P~~P~## #~PßPPßP~# .###.P@.P~######.<~~....##.###.P..♣~###.. #~PßP♣ß♣~# ##~P~~♣~## ##~## ##  ##uhuh5%C2uhP C ## ####~##~####~P~~P~##~PßPPßP~#.###.P..P~######......@<~~....###.P..♣~###.. #~PßP♣ß♣~# ##3uh3" uh[ ### ## ##~##~## ##~P~~P~## #~PßPPßP~# #.###.P..P~##### #.<~~....# #.###.P..♣~###.. #~PßP♣ß♣~# ##~P~~♣~## ##~##~## ### ##uh9cuhf&4uh9luhnuhC  ### ## ##~##~## ##~P~~P~## #~PßPPßP~# #.###.P..P~##### #.<~~....# #.###.P..♣~###.. #~PßP♣ß♣~# ##~P~~♣~##uhDD  ##~##~## ### ##uhL uhMR &5uhW uhY uh### ## ##~##~## ##~P~~P~## #~PßPPßP~# #.###.P..P~##### #.<~~....# #.###.P..♣~###.. #~PßP♣ß♣~# ##~P~~♣~####~##~#### ##uhuhg#&6uh*uh+uh6### ## ##~##~## ##~P~~P~## #~PßPPßP~# #.###.P..P~##### #.<~~....# #.###.P..♣~###.. #~PßP♣ß♣~# ##~P~~♣~####~##~##### ##uhuhf&7uhuh uh˒ ### ## ##~##~## ##~P~~P~## #~PßPPßP~# #.###.P..P~##### #.~~....# uh #.###.P..♣~###.. #~PßP♣ß♣~# ##~P~~♣~#uh d##~##~## uhP uhZ &8uha uh c _There is a staircase leading out of the dungeon here.uh& ### ## ##~##~## ##~P~~P~## #~PßPPßP~# #.###.P..P~##### #<~~....# #.###.P..♣~###..uh^' #~PßP♣ß♣~# ##~P~~♣~## ##~##~##  ### ##uh/uhv3-9 _uh9uh;uhxY a### ## ##~##~## ##~P~~P~## #~PßPPßP~# #.###.P..P~##### #.~~....# #.###.P..♣~###.. #~PßP♣ß♣~# ##~P~~♣~###~##~## 10.0 (1.0)uhϟ y _There is a staircase leading out of the dungeon here.uh( ### ####~##~####~P~~P~##~PßPPßP~#.###.P..P~#####......<~~.....###.P.@♣~###.. #~PßP♣ß♣~# #~P~~♣~##uh@uh,J1 _uh  ### ## ##~##~## ##~P~~P~## #~PßPPßP~# #.###.P..P~##### #.<~~....# #.###.P@.♣~###.. #~PßP♣ß♣~# ##~P~~♣~## ##~##~uh ## ### ##uh uh} &2uh uh uh0[### ## ##~##~## ##~P~~P~## #~PßPPßP~# #.###.P..P~##### #.<~~....# #.###.P.@♣~###.. #~PßP♣ß♣~# ##~P~~♣~## ##~##~##### ##3uhuhuhuh^4uhduhHnuh*QuhQuh+Xuhauhduh4tuh uh uhb$ uh& uh uhuh!uhuhf uhi aA tree. A large tree. While in most places the dim light of the dungeon is not bright enough to sustain large plants, there are spots where, with the grace of Fedhas,trees as big as those on the surface can grow underground. It is susceptible to bolts of lightning and to sufficiently intense sources of fire. The resulting blaze can flare up, spreading to areas nearby and igniting other trees. _________________ “I like trees because they seem more resigned to the way they have to live than  other things do.” uhGi = -Willa Cather, _O Pioneers!_. 1913.uhuhImarcbb the TinkererMountain Dwarf### ##Health: 14/14 ========================##~##~##Magic: 3/3========================uhw##~P~~P~##AC: 2Str: 12#~PßPPßP~#EV: 10Int: 15uh#.###.P..P~#####SH: 0Dex: 8uh#.......<~~....#XL:  1 Next:  0% Place: Dungeon:1#.###.P.@♣~###..uhO9Noise: ---------  Time: 13.0 (0.0)#~PßP♣ß♣~#a) +0 hammer##~P~~♣~##Cast: Kinetic Grapnel##~##~##uh### ##Welcome, marcbb the Mountain Dwarf Forgewright.Will you prevail where others failed? Will you find the Orb of Zot?Press ? for a list of commands and other information. _Found a staircase leading out of the dungeon. _There is a staircase leading out of the dungeon here. _There is a staircase leading out of the dungeon here.uhuhuhF A granite statue. A stone statue whose features have long since withered away. It can be dug through. A suitable weapon or spell can reach past it. _________________ “I met a traveller from an antique land  Who said: Two vast and trunkless legs of stone  Stand in the desert. Near them on the sand,  Half sunk, a shatter'd visage lies, whose frown  And wrinkled lip and sneer of cold command  Tell that its sculptor well those passions read  Which yet survive, stamp'd on these lifeless things,  The hand that mock'd them and the heart that fed.  And on the pedestal these words appear:  ‘My name is Ozymandias, king of kings:  Look on my works, ye Mighty, and despair!’  Nothing beside remains: round the decay  Of that colossal wreck, boundless and bare,  The lone and level sands stretch far away.”  -Percy Bysshe Shelley, “Ozymandias”. 1818.uh uh marcbb the TinkererMountain Dwarf### ##Health: 14/14 ========================##~##~##Magic: 3/3uh ========================##~P~~P~##AC: 2Str: 12uhE #~PßPPßP~#EV: 10Int: 15uhj #.###.P..P~#####SH: 0uh Dex: 8#.......<~~....#uh XL:  1 Next:  0% Place: Dungeon:1#.###.P.@♣~###..uh> Noise: ---------  Time: 13.0 (0.0)#~PßP♣ß♣~#a) +0 hammer##~P~~♣~##uhd xCast: Kinetic Grapnel##~##~##uh ### ##Welcome, marcbb the Mountain Dwarf Forgewright.uh JWill you prevail where others failed? Will you find the Orb of Zot?uh Press ? for a list of commands and other information. _Found a staircase leading out of the dungeon. uh r_There is a staircase leading out of the dungeon here. _There is a staircase leading out of the dungeon here.uhC uh uh uhq ### ## ##~##~## ##~P~~P~## #~PßPPßP~# #.###.P..P~#####uh #.<~~....# #.###.P@.♣~###.. #~PßP♣ß♣~# ##~P~~♣~## ##~##~uh## ### ##uhNuh+4.0 (1uhuh:uh8M ### ##  ##~##~## #~P~~P~# #~PßPPßP~# ###.P..P~#####......@<~~....##.###.P..♣~###..~PßP♣ß♣~##~P~~♣~##~###uhx?uhC&5uhIuh4Luh  ### ## ##~##~## ##~P~~P~## #~PßPPßP~# #.###.P..P~##### #.<~~....# #.###.P..♣~###.. #~PßP♣ß♣~# ##~P~~♣~## ##~##~## ### ##uh9 uh&6uhuhuh} ### ## ##~##~## ##~P~~P~## #~PßPPßP~# #.###.P..P~##### #.<~~....# #.###.P..♣~###.. #~PßP♣ß♣~# ##~P~~♣~## ##~##~## ### ##uhuhw&7uhuh{uh3 ### ## ##~##~## ##~P~~P~## #~PßPPßP~# #.###.P..P~##### #uh\3.<~~....# #.###.P..♣~###.. #~PßP♣ß♣~#uh3L ##~P~~♣~## ##~##~## ### ##uh2<uh:?&8uhGuhH<uh <uh <uhw <uh n _Sorry, you're not good enough to have a special ability.?uh1i ### ## ##~##~## ##~P~~P~### #~PßPPßP~# #.###.P..P~##### #.<~~....# #.###.P..♣~###..# #~PßP♣ß♣~# ##~P~~♣~## ##~##~## ### ##9 _?uh .$..#. ### ##.. ##~##~###. ##~P~~P~## #. #~PßPPßP~# #.###.P..P~##### #.<~~....# #.###.P..♣~###.. #. #~PßP♣ß♣~##. ##~P~~♣~###. ##~##~###. ### ###...?uhe ?uhn '20?uh ?uh + _Found 12 gold pieces.@uh r @uhUr @uh[s @uhbu @uhiw @uhz B@uh| ,@uhR} @uh~ @uh ,@uh! @uhR @uhn ,@uh~ @uhm _Found a fizzy cyan potion. Found Qoqeob's Armour Shop.@uhK 3@uhK @uh' @uh ,@uh @uhѕ @uh ,@uh @uh @uh} ,@uh @uhV ,@uh? @uh  #.# #.## #...  #.. .. ... ...####.####.# ...+.........# ....#..@#### 9.0 (9@uh F#........# ##.#.#...!### ## #∩.......##~####.#.#.###~P~~P~##@uh #.#.#.##~PßPPßP~## # #.###.P..P~#####@uh9  #.......<~~....##.###.P..♣~###..@uh@ @uh" @uhǴ 2 _You now have 12 gold pieces.BuhG3BuhnBuhBuh(,BuhnBuhBuh,Buh Buh1Buh&Buh#.###... #.. .. ... ...####.####.#...+.........#....#...#### #........# ##.#.#...@### ##33.0 (4Buh#∩.......##~##~####.#.#.###~P~~P~## #.#.#.##~PßPPßP~## # #.###.P..P~### #.......<~~.... #.###.P..♣~###..#.##~PßP♣ß♣~Buh%\##.###~P~~♣~##BuhBuhBuh3W _d - a fizzy cyan potionDuhPDuh~PDuhPDuhSDuh/X,Duhn\,DuhK_,Duh`DuhaDuhcDuhcDuh eDuhfDuhh,Duh@iDuhjDuh~lDuhlDuh:mDuhoDuhp,DuhGqDuhXy #...##### #....... ... #...####.####.# +...+.........# ....#...#### #........# ##.#.#....### ## #∩.@.....##~##~##9.0 (6 ##.#.#.###~P~~P~## #.#.#.##~PßPPßP~# #.#.#.###.P..P~#### #.#.#.......<~~.... #.#.#.###.P..♣~###. #.#.#.##~PßP♣ß♣~# #.#.#.###~DuhyP~~♣~## #.# ##~##~##DuhzDuh}DuhZEuh7EuhDQoqeob's Armour Shop. A shop in the dungeon, beyond sight of the world above, manned by a secretive and reclusive shopkeeper who cannot be bargained with, grants no refunds, and isinterested in nothing you may have to sell. Some shops hawk antiques of unknown provenance, and offer little hint as to the quality or nature of their goods. EuhWhile standing here, you can enter Qoqeob's Armour Shop with the > key.Ruh Ruh #...marcbb the Tinkerer##### #...Mountain Dwarf.... ...Health: 14/14 ========================#...####.####.#Magic: 3/3========================+...+.........#AC: 2Str: 12....#...####EV: 10Int: 15#........#SH: 0Dex: 8##.#.#....### ##XL:  1 Next:  0% Place: Dungeon:1#∩.@.....##~##~##Noise: ---------  Time: 39.0 (6.0)##.#.#.###~P~~P~##a) +0 hammer#.#.#.##~PßPPßP~#Cast: KiRuh :netic Grapnel#.#.#.###.P..P~#####.#.#.......<~~....#.#.#.###.P..♣~###.#.#.#.##~PßP♣ß♣~##.#.#.###~P~~♣~###.# ##~##~## _There is a staircase leading out of the dungeon here. _Sorry, you're not good enough to have a special ability. _Found 12 gold pieces. _Found a fizzy cyan potion. Found Qoqeob's Armour Shop. _You now have 12 gold pieces. _d - a fizzy cyan potionRuhX Ruho SuhSuh* #... ##### #... .... .... #...####.####.# +...+.........# ....#...####SuhB #........# ##.#.#....### ## #@.......##~##~##41.0 (2 ##.#.#.###~P~~P~## #.#.#.##~PßPPßP~#Suhp+ #.#.#.###.P..P~ #.#.#.......<~~ #.#.#.###.P..♣~## #.#.#.##~PßP♣ß♣~# #.#.#.###~P~~♣~## Suhl #.# ##~##~##SuhSuhkSuhh _There is an entrance to Qoqeob's Armour Shop here.Uuh^Uuh Welcome to Qoqeob's Armour Shop! What would you like to do?  a -  98 gold a +0 kite shield  b -  154 gold a +0 kite shield of positive energyc -  28 gold a +0 leather armour  d -  28 gold a +0 leather armour  e -  252 gold a +0 plate armour  f -  56 gold a +0 ring mail  g -  12 gold a +0 robe  h -  12 gold a +0 robe UuhZ! i -  110 gold a +1 robe You have 12 gold pieces. [Esc] exit[!] buy|examine items[a-i] mark item for purchase [/] sort (type)[A-I] put item on shopping list[uhT 1A +0 kite shield of positive energy. A piece of wood and metal, to be strapped on one arm for defence. It is cumbersome to wear, and impedes the evasion, spellcasting ability, and attack speed of the wearer. These penalties are reduced by the wearer's Shields skill and Strength; mastering Shields eliminates penalties. Base shield rating: 8 Encumbrance rating: 10 Max blocks/turn: 3 'Of positive energy': it protects its wearer from the effects of negative energy. It can be maximally enchanted to +5. If you switch to wearing this armour: Your EV would decrease by 2.4 (10.8 -> 8.4). Your SH would increase by 6.2 (0.0 -> 6.2). Your spell failure would worsen by up to 11% (press '!' for details). Stash search prefixes: {in_shop} {ego} {branded} {rN+} {offhand armour} {offhandarmor} {auxiliary armor} {auxiliary armour} {shield} {resist negative energy} {negative energy resistance} Menu/colouring prefixes: identified ego armour\uhWelcome to Qoqeob's Armour Shop! What would you like to do?a -  98 gold a +0 kite shield  b -  154 gold a +0 kite shield of positive energy  c -  28 gold a +0 leather armour  d -  28 gold a +0 leather armour  e -  252 gold a +0 plate armour  f -  56 gold a +0 ring mail  g -  12 gold a +0 robe  h -  12 gold a +0 robe  i -  110 gold a +1 robe You have 12 gold pieces. [Esc] exit [!] buy|examine items[a-i] mark item for purchase [/] sort (type)[A-I] put item on shopping list]uh #...marcbb the Tinkerer##### #...Mountain Dwarf.... ....Health: 14/14 ========================#...####.####.#Magic: 3/3========================+...+.........#AC: 2Str: 12....#...####EV: 10Int: 15#........#SH: 0Dex: 8##.#.#....### ##XL:  1 Next:  0% Place: Dungeon:1#@.......##~##~## Noise: ---------  Time: 41.0 (0.0)##.#.#.###~P~~P~## a) +0 hammer]uhW K#.#.#.##~PßPPßP~# Cast: Kinetic Grapnel#.#.#.###.P..P~###.#.#.......<~~..#.#.#.###.P..♣~###.#.#.##~PßP♣ß♣~##.#.#.###~P~~♣~###.# ##~##~## _Sorry, you're not good enough to have a special ability. _Found 12 gold pieces. _Found a fizzy cyan potion. Found Qoqeob's Armour Shop. _You now have 12 gold pieces. ]uh _d - a fizzy cyan potion _There is an entrance to Qoqeob's Armour Shop here.]uhw ]uh* ;^uhO ^uh ^uh ^uh ^uh2" ^uhT& P _^uh' ,^uh( ^uh1 #.#  #.##  #...###### #.... ..... .... #...####.####.#+...+.........##....#...#### #@.. 3.0 (2##.#.#....### ## #∩.......##~##~## ##.#.#.###~P~~P~###.#.#.##~PßPPßP~##.#.#.###.P..P~#^uh2 #.#.#.......<~~...#.#.#.###.P..♣~##.#.#.##~PßP♣ß♣~^uh4 ^uh: ^uh,= _uhM ##  #....###### #......... .... #...####.####+...+.........##...@#...###....###........# # ##.#.#....### ## #∩.......##~##~####.#.#.#. #.# #.# _uhW_uh+4.0 (1_uh_uh8`uh\8`uh#:A closed door. A closed wooden door. All monsters that can wield equipment, and some of them that can't, may open it again. If it is opened by a monster while it is aware ofyou, it has a chance of breaking. While adjacent to it, you can open it by pressing the O key. (O)pen.euh] euh i marcbb the Tinkerer#.#Mountain Dwarf#.##Health: 14/14 ========================#....Magic: 3/3========================###### #....AC: 2euhTj 2Str: 12..... ....EV: 10Int: 15#...####.####.#SH: 0Dex: 8+...+.........#XL:  1 Next:  0% Place: Dungeon:1#...@#...####Noise: ---------  Time: 44.0 (1.0)....###........#a) +0 hammer# ##.#.#....### ##euhj Cast: Kinetic Grapnel#∩.......##~##~####.#.#.###~P~~P~###.#.#.##~PßPPßP~# #.#.#.###.P..P~### #.#.#.......<~~... euhk #.#.#.###.P..♣~###  _Sorry, you're not good enough to have a special ability. _Found 12 gold pieces. _Found a fizzy cyan potion. Found Qoqeob's Armour Shop. _You now have 12 gold pieces. _d - a fizzy cyan potion _There is an entrance to Qoqeob's Armour Shop here.euho euhu euhCx guh3guh#guhguh,guh,guhBguhBguh&,guhguh#.##.####..... ###### #.... ..... .... #...####.####.#+...+.........# #....#...#### ....###...@....# 7.0 (3# ##.#.#....### ## #∩.......##~##~## ##.#.#.###~P~~P~###.#.#.##~PßPPßP~##.#.#.###.P..P~######.#.#.......<~~....##.#.#.###.P..♣~###..guhU`#.#.#.##~PßP♣ß♣~#guh]guhguh#guh guh guh guh H _No target in view!huh'v huhw   Skill  Level Train  Apt Skill  Level Train  Apt  a + Fighting   0.0    +1   g + Spellcasting 1.7   9%  -2          huh#x  b + Maces & Flails   0.0    +2   h + Forgecraft4.8  77%  +2   c + Unarmed Combat   0.0     0          huhbx              d + Armour   0.0    +1  huhx     e + Dodging1.3   8%  -3      f + Stealthhuhx 1.4   6%  -2      huhx         huhy         huhoy                 huhy             huhCz                     The percentage of incoming experience used to train each skill is in brown.  The species aptitude is in white.  [?] Helphuh}z *[=] set a skill target  [/] auto|manual mode [*] useful|all skills [!] training|cost|targetsiuhj iuhk iuh)s #.#marcbb the Tinkerer#.####Mountain Dwarf#.....Health: 14/14 ========================###### #....Magic: 3/3========================..... ....AC: 2iuhs Str: 12#...####.####.#EV: 10Int: 15+...+.........#SH: 0Dex: 8#....#...####iuhs \XL:  1 Next:  0% Place: Dungeon:1....###...@....#Noise: ---------  Time: 47.0 (0.0)iuht # ##.#.#....### ##a) +0 hammeriuh1t #∩.......##~##~##Cast: Kinetic GrapneliuhVt ##.#.#.###~P~~P~##iuhwt #.#.#.##~PßPPßP~##.#.#.###.P..P~#####iuht #.#.#.......<~~....##.#.#.###.P..♣~###..#.#.#.##~PßP♣ß♣~# _Found 12 gold pieces. _Found a fizzy cyan potion. Found Qoqeob's Armour Shop. iuhu _You now have 12 gold pieces. _d - a fizzy cyan potion _There is an entrance to Qoqeob's Armour Shop here. _No target in view!iuh!{ iuh~ iuh iuh muhxmuh?yA closed door. A closed wooden door. All monsters that can wield equipment, and some of them that can't, may open it again. If it is opened by a monster while it is aware ofmuh|yyou, it has a chance of breaking. While adjacent to it, you can open it by pressing the O key.vuh;vuh#.#marcbb the Tinkerer#.####Mountain Dwarf#.....Health: 14/14 ========================###### #....Magic: 3/3========================..... ....AC: 2Str: 12#...####.####.#EV: 10Int: 15+...+.........#SH: 0Dex: 8#....#...####XL:  1 Next:  0% Place: Dungeon:1....###...@....#Noise: ---------  Time: 47.0 (0.0)# ##.#.#....### ##a) +0 hammer#∩.......##~##~##Cast: Kinetic Grapnel#uh07m#.#.#.###~P~~P~###.#.#.##~PßPPßP~##.#.#.###.P..P~######.#.#.......<~~....##.#.#.###.P..♣~###..#.#.#.##~PßP♣ß♣~# _Found 12 gold pieces. _Found a fizzy cyan potion. Found Qoqeob's Armour Shop. _You now have 12 gold pieces. _d - a fizzy cyan potion _There is an entrance to Qoqeob's Armour Shop here. _No target in view!vuhvuhwuhwuhBwuhwuhuwuhwuhP _wuh.wuhwuhPwuh wuhwuhwuhwuh7 _You open the door.wuhwuhwuhwuh" #.# #.##### #......###### #........... ....  #...####.####.# +...@.........#51.0 (4 #....#...#### ....###........# ### ##.#.#....### ## #∩.......##~##~## ##.#.#.###~P~~P~##  #.#.#.##~PßPPßP~# wuhB #.#.#.###.P..P~###  #.#.#.......<~~... wuhxwuhwuh Q _There is an open door here.xuhIxuhaxuhxuho$ _xuh$,xuhW%Bxuh'xuh),xuhn*xuh,xuh-xuhL.xuh.xuh3XxuhO4xuh6,xuht6xuh9xuh9,xuh:xuh-=7 _You open the door.xuh>xuh)?xuh?xuh1C@  There is an open door here.xuh|ExuhE _xuhFxuhXIxuhIxuhIxuh,uh?uh@uhtBuhBuhWCuh(EuhFuhFuhGuhHuhqJ,uh KuhLuh Nuh=NuhNuhU## #.#  #.#  #.# uhNV0 #.#########  #...# 9.8 (7.0) #############........... uhV........................ ######...####.####.##### .....'...'.........# ######....#...###### uhV......###........#########.#.#....### ##uhWe##∩.......##~##~##uhYuh\uh^uh֗uhDuhAuhuhuh2uhuhv,uhuh!uh,uhuhuh.uh_uhxuhuhuh˲uh]uhuhwuhuh_uh| #.######### #.........################.....................................uhg########...####.####.#####.......'...'.........# #.#######....#...###### #.#......###........# uh#.#.########.#.#@...### ##106.8 (7.0)uhA........##∩.......##~##~## ###.########.#.#.###~P~~P~##.†....# #.#.#.##~PßPPßP~#..### #.#.#.###.P..P~##### uh .......# #.#.#.......<~~....#uh1!.# #.#.#.###.P..♣~###.. .......# #.#.#.##~PßP♣ß♣~#.# #.#.#.###~uhT'P~~♣~##uhuhluhuh,uhuh<,uh,uhnuhuh,uhͩuhTuhE,uh2uhuhuhuhβuhXuh......'...'.........# #######....#...###### uhb#......###........# #.########.#.#....### ## .......##∩.......##~##~## uhD #.########.#.#.###~P~~P~##†....# #.#.#.##~PßPPßP~# uh|.....### #.#.#.###.P..P~##### .....# #.#.#..@....<~~....#12.8 (6 uh.....# #.#.#.###.P..♣~###.. .....# #.#.#.##~PßP♣ß♣~# uhƿ.....# #.#.#.###~P~~♣~### #.# ##~##~#uh## #.# ### ##uh*# #.#h.# ..# uhuhuhuh)3 uh3 uhZ5 uh8 uh: uh: uh= ,uh? uh? uh@ uhB uhD ,uhF uhG uhH ,uhI uh{J uhK ,uhhL uhR O'...'.........# ....#...###### ..###........# ####.#.#....### ## ##∩.......##~##~## ####.#.#.###~P~~P~## uhS ..# #.#.#.##~PßPPßP~# ### #.#.#.###.P..P~##### # #.#.#.......@~~....# 7.8 (5 # #.#.#.###.P..♣~###.. # #.#.#.##~PßP♣ß♣~# # #.#.#.###~P~~♣~## uhCS `# #.# ##~##~## # #.# ### ## uh U uhGX uhZZ k _There is a staircase leading out of the dungeon here.uh- .'...'.##....#...######.###.##.#.#....### ##.##∩.##~##~###.#.#.###~P~~P~##uh .# #.#.#.##~PßPPßP~# .### #.#.#.###.P..P~##### .# #.#.#......@<~~....# .# #.#.#.###.P..♣~###.. .# #.#.#.##~PßP♣ß♣~# .# #.#.#.###~P~~♣~## .# #.# ##~#uh !#~## .# #.# ### ## .# #.# .# ..#uh` uh )8.8 (1 uh\ _uh uhQ uh=A staircase leading out of the dungeon. This staircase leads back out of the dungeon. A staircase leading out of the dungeon. Climbing these stairs will end your quest, whether you carry the Orb with you or not. While standing here, you can exit the dungeon with the < key. _________________ “We shall not cease from exploration  And the end of all our exploring  Will be to arrive where we started  And know the place for the first time.”  -T.S. Eliot, “Little Gidding”, _Four Quartets_. 1943. uhS  uh@ S..'...'.........#marcbb the Tinkerer ###....#...######Mountain Dwarf ...###........#Health: 14/14 ========================  uh) Y######.#.#....### ##Magic: 3/3======================== ...##∩.......##~##~##AC: 2Str: 12 ######.#.#.###~P~~P~##EV: 10Int: 15 ...# #.#.#.##~PßPPßP~#SH: 0Dex: 8 .### #.#.#.###.P..P~#####XL:  1 Next: 33% Place: Dungeon:1 .# #.#.#......@<~~....# uh Noise: ---------  Time: 118.8 (1.0) .# #.#.#.###.P..♣~###..a) +0 hammer .# #.#.#.##~PßP♣ß♣~#Cast: Kinetic Grapnel  uh .# #.#.#.###~P~~♣~## .# uhȝ Z#.# ##~##~##  uhߝ .# uh k#.# ### ## .##.#  uh .#..# uh4 Casting: Kinetic Grapnel (safe; 3% risk of failure)   uhL Confirm with . or Enter, or press ? or * to list all spells. _You don't know that spell.  uha 4_A jackal comes into view.  uhv n_There is an open door here. _There is a staircase leading out of the dungeon here. uh  uhR  uhu  uh3 uh uh( uh%, uhٗ, uh, uh uh uh, uh uh...'...'...####....#...######...###........# .########.#.#....### ##...##∩.......##~##~## .########.#.#.###~P~~P~## . uhE†....# #.#.#.##~PßPPßP~# ....### #.#.#.###.P..P~##### ....# #.#.#...@...<~~....#21.8 (3 uhU...# #.#.#.###.P..♣~###.. ....# #.#.#.##~PßP♣ß♣~# ....# #.#.#.###~P~~♣~## . uh*...# #.# ##~##~## ....# #.# ### ##  uh....# #.# ..h.# ..# uh uh uh uh 3 uhI  uh  uh  uh1 B uh  uh_  uh{  uh  uhR  uh  uhl  uh  uh) , uh  uh Z .................  ########...####.####.#####  .......'...'.........# #. uh ...#...###### #.#......###........# #.#.########.#.#....### ## #........##∩.......##~##~##  uh l###.########.#.#.###~P~~P~ ###.†....# #.#.#@##~PßPPßP~5.8 (4...### #.#.#.###.P..P~##### uhN ...# #.#.#.......<~~....#...# #.#.#.###.P..♣~###.. uhx ...# #.#.#.##~PßP♣ß♣~#...# #.#.#.###~P~~♣~##...# uh #.# ##~##~##.....# #.# ### ##  uh ........##.# uh  uh  uht  uhрI uhP uhچ uh_, uh uhU uh, uhz uh #.#  #.#########  #...#  # uh#######...........  ....................  ########...####.####.#####  '...'.........# .#######....#...###### .#......###....@...# 9  uh, #.#.########.#.#....### ## #..##∩.......##~##~## ###.########.#.#.###~P~~P~## uhU  ###.†....# #.#.#.PßP## #.#.P..P~ uh######.#.#.......<~~....##.#.#.###.P..♣~###..#.#.#.##~PßP♣ß♣~# uh uh uh uh= uhD>3 uh!A uhB uhFFB uhF, uhG uh"I uhkJ, uhJ uh=L uhM, uhM uhN uhhO, uhO uhP uhQ uhQ uhQ uhR uh[S, uhS uhkT uhT uhU uh^U uhV uhV uhV uhW uh]## #.# #.# #.# uhi] #.#########  #.........########................  uh]^..........@....... uh]38.8 (9..####.####.#########. '...'.........#  uh]K....#...######  uh]z.###........# ####.#.#....### uh],## uh^c##∩.......##~##~##  uh)^####.#.#.###~P~~P~## uh?^]# #.#.#.##~PßPPßP uhT^#~# uh@` uhc uh!f uhM  uh  uh0  uhc  uh1 , uhh , uh  uh  uhq  uhe  uh , uh!  uhF  uh , uh@  uh  uh  uh+  uhp  uh  uhI , uh  uh  uh , uh  uh | ##  #.#  uh  #.#  #.#  #.#########  #.........####### #.......( .......@#  45.8 (7####.#########.#  .......# #.# ..###### #.# .....# #.# #....### ## #.#   ....##~##~## #.#    #.###~P~~P~## #.#    #.##~PßPPßP~#    uh  uh  uhu % _Found 4 stones. uh uh uh4 uh; uh, uh  uh2 _Found a robe. uh;3 uhz uh uh, uhS uh uh=, uhQ uh7#.#.#########........##############.....................( .................#.#########.# . uhp# #.# ..###### #.# # #9.8 (4...### ## ##~##~## #.###~P~~P~## #.##~PßPPßP~# #[###.P..P~#### #.......<~~.....P..♣~###..♣ß♣ uh uh uh uh  uh  uh  uh  uh! B uh  uh , uh  uh  uhf , uh:  uh  uh| , uh  uh <  You see here a +0 robe. uh?  uh  _ uh  uhP  uhh , uh  uhg .......##.# . #.# .....# #.# ### ## #.# ##~##~## # uh ~P~~P~## #.##~PßPPßP~# #[ #.###.P..P~#### #.......<~~....55.8 (6###.P..♣~###.. #.##~PßP♣ß♣~###♣ ##~##~## #. uhn ### ## # ..# #.. uh  uh  uh=  uhY4  uh4  uh4  uh6  uh08  uht8  uh; X uh<  uhA ......... #.####.########..#.  uhYB X..###### #..# #....### ## #. ....##~##~## #.~P~~P~## #.##~PßPPßP~# 7.8 (2P~#####.......<~~....#. #.###.P..♣~###...# #.##~PßP♣ß♣~####.#  uhB !#.# uh D  uhH  uhJ M _You see here a +0 robe. uhc _ uh  uh P _ uhs  uh  uh  uh # # ..###### # #....### ####~##~#####~P~~P~##  uh #.##~PßPPßP~# #[.P..P~#####.......<~~....9 uh ♣~###...##~PßP♣ß♣~####.#.# ..##..     uh  uh  uh  uh@ uh3 uh uh uh uh uh$ uhU uh uhV uh2# #....### ####~##~#####~P~~P~## #.##~PßPPßP~# #[.P..P~####......<~~....#. uh♣~###..##~PßP♣ß♣~###61~P~~♣~## # ##~##~## ###     uh uh uh uhI uhn uh$B uh ##~##~#####~P~~P~## #.##~PßPPßP~# #[.P..P~####......<~~....#. uh`♣~###..##~PßP♣ß♣~###~P~~♣~## # ##~##~## 3 uh ### ##       uh uh uhI uh` #.##~PßPPßP~# #[.P..P~####......<~~....#.♣~###..##~PßP♣ß♣~###~P~~♣~## # ##~##~##  ### ##  5 ..# ....... ######### uhc  uh uhH uhp uh uhZ 4 uh^  uh`  uhFI uh uh# uh$, uh$ uh% uh&B uhb' uh(, uhf( uh,P..P~#####.#  ....<~~....#.#  P..♣~###...#  ~PßP♣ß♣~####.#  #~P~~♣~## #.#  ##~##~## #.#   uhB-r ### ## #.#   #.###########   #....@......#  70.8 (5 ###########.#      uh-R      uhe. uh;1 uh 3 uh4 uhz uh uhJ uh3 uhR uh uh uh#n uh# uh$, uh$ uh% uh0&, uhp& uh' uh}?P~#####.#  ~~....#.#  ♣~###...#  ß♣~####.#  ♣~## #.#  ~## #.#  ## #.#  #.#####  #.....#  #####.#  .#  .#  .#  B.  B   giant cockroach (asleep)##4.8 (45.8 (5 uh-B uhHb _A giant cockroach comes into view. uh  uhq 3The floor.  uh You are here. uhP~#####.#  marcbb the Tinkerer ~~....#.#  Mountain Dwarf ♣~###...#  Health: 14/14 ======================== ß♣~####.#  Magic: 3/3======================== ♣~## #.#  AC: 2Str: 12 ~## #.#  EV: 10Int: 15 ## #.#  SH: 0Dex: 8#.###########   XL:  1 Next: 33% Place: Dungeon:1#.........@.#   Noise: ---------  Time: 175.8 (5.0)###########.#   a) +0 hammer.#   Cast: Kinetic Grapnel[ uh39;49m.#  .#  B.   B   giant cockroach (asleep)##    _There is a staircase leading out of the dungeon here. _Found 4 stones. _Found a robe. _You see here a +0 robe. _You see here a +0 robe. _A giant cockroach comes into view. uh~ uhM uh֋ uh  Casting: Kinetic Grapnel (safe; 3% risk of failure)  Confirm with . or Enter, or press ? or * to list all spells. uhd uh~ uh uhP _You don't know that spell. uhQ  Casting: Kinetic Grapnel (safe; 3% risk of failure)  Confirm with . or Enter, or press ? or * to list all spells. uhd uhk uh uh7  Casting: Kinetic Grapnel (safe; 3% risk of failure)onfirm with . or Enter, or press ? or * to list all spells. _You don't know that spell.  Casting: Kinetic Grapnel (safe; 3% risk of failure)onfirm with . or Enter, or press ? or * to list all spells. _You don't know that spell. uhf uh~Dungeon Crawl HelpManual Contents Press one of the following keys to*Table of contents obtain more information on a certain A.Overview aspect of Dungeon Crawl. uh6B.Starting Screen ?: List of commandsC.Attributes and Stats ^: Quickstart GuideD.Exploring the Dungeon  uha:: Browse character notesE. uhExperience and Skills #: Browse character dumpF.Monsters  uh~: Macros helpG.Items  uh&: Options helpH.Spellcasting  uh%: Table of aptitudesI. uhCTargeting /: Lookup descriptionJ. uhqReligion Q: FAQK. uhbMutations V: Version informationL.Licence, Contact, History !: Display diagnosticsM.Macros, Options, Performance  uhHome: This screenN.Philosophy1. uh-List of Character Species2.List of Character Backgrounds uh3.List of Skills4.List of Keys and Commands uh5.Inscriptions6.Dungeon sprint modes uh------------------------------------------------------------------------ H.SPELLCASTING ------------------------------------------------------------------------ Magical spells are a very important part of surviving in the dungeon. Every character can make use of magical spells. There are many skills related to magic, the principal one being Spellcasting. Spellcasting determines the number of Magic Points available; it also helps to cast any spell, though less so than schools associated with a spell. Next, there are several general magical schools (Conjuration, Hexes, Summoning, Necromancy, Forgecraft, Translocation and Alchemy) as well as several elemental schools (Fire, Ice, Air and Earth). A particular spell can belong to up to three schools. Being skilled in a spell's schools improves the casting chance and the power of that spell. Spells are stored in books, which you will occasionally find in the dungeon. Once you have picked up a book and added its contents to your spell library, you can memorise a spell using the 'M' command.  uhIn addition to picking up new spells, your character may also wish to get rid of old ones by reading a scroll of amnesia, which will let you pick a spell to forget.  uh  uh! Each spell has a level. A spell's level denotes the amount of skill required to use it, the MP cost of casting it, and indicates how powerful it may be. You can only memorise a certain number of levels of spells; type uh)" uh*'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 uhHseveral levels to memorise the more powerful spells. There are two ways to activate memorised spells: by "quivering" them and using the fire interface, or directly by pressing 'z' (for Zap). To choose a spell for the quiver, use 'Q', or '(' and ')' to cycle among possible  uhcnactions. Press 'f' to enter the targeting interface, or shift-tab / 'p' to autofire a quivered spell at the nearest monster. 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 uhuppercase 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 general, 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 uh  uh: 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. The chance of miscasting a spell is displayed on the spell screen, and coloured based on severity (yellow for moderate damage, light red for major damage, red for extreme damage, and magenta for potentially lethal damage).  uhE rBe careful of magic-using enemies! Some of them can use magic just as well  uh <as you, if not better, and often use it intelligently.  uhP_potentially lethal damage). 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 or firing something, evoking wands, or casting certain spells, you are asked for a direction. There are several ways to tell Crawl which monster to target. 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 uh useful to target non-inhabited squares. - Targets can be selected from a list by pressing 'Ctrl-X'. - When you are content with your choice of target, press one key of Enter, uh|]; - 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. - Targets can be selected from a list by pressing 'Ctrl-X'. - 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 thespell/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 insight). Due to this, most hunters can go a long way by pressing 'vf' to  fire their ammunition at a monster and then keep firing at it withfurther 'vf' strokes. At times, it will be useful to switch targets with  the '+' or '-' commands, though.  uh If you target yourself while firing something harmful (which can be sensible at times), you will be asked for confirmation. Finally, the ':' key allows you to hide the path of your uhW .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 there are rumours of a special temple somewhere near the surface. At an altar, you can enter a god's service by pressing < or >. You'll first be given a description of the god, and then be asked if you really want to join. 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. If you would like to start the game with a religion, choose your background from Berserker, Chaos Knight, or Cinder Acolyte. ------------------------------------------------------------------------ K.MUTATIONS  uhW ------------------------------------------------------------------------ The Dungeon contains many sources of mutagenic radiation and magical contamination, which may cause your character to gain semi-permanent uhhttps://discord.gg/GtT7xMe There's also an active subreddit for game discussion:  https://www.reddit.com/r/dcss/ In both of these communities, topics related to this game usually meet a warm response, including tales of runes seized, victories (especially first victories), and sad stories of deceased characters. There are also usually experienced players around ready to give advice on equipment choices, tight spots, or other dilemmas. The Discord has a relay to the Sequell IRC bot that 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 ======================================== Crawl began as Linley's Dungeon Crawl, created in 1995 by Linley Henzell. Linley based Crawl on popular roguelikes of the time, namely Moria, Hack, and NetHack, also taking inspiration from traditional RPGs like Ultima IV. uhf- try playing in console mode rather than tiles ------------------------------------------------------------------------ N.PHILOSOPHY (PAS DE FAQ) ------------------------------------------------------------------------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  uh0differences. 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 uh@ no sure-fire means of life saving (the closest equivalents are scrolls of blinking, and good religious standings for some deities). Anti-grinding ======================================== Another basic design principle is avoidance of grinding (also known as  uhscumming). 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. 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. 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 ========================================  uh3 no good to provide dozens of weapons with different names (and perhaps  even numbers) if, in the end, they all play the same.  uh3Many different species  This is partly due to the skills and aptitude system. Similarly importantare 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 may find the Tomb or the Hells exciting (which are  designed such that life endangering situations can always pop up). These  uh4 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 godbecomes the first major task of most games. But religion is also a point  in favour of replayability for experienced players, since the choice of  uhC4/ god can matter as much as species does.  uh$M accessed by the 'a' abilities menu. Some also have physical characteristics which allow them to make extra attacks. Note: Humans are a useful reference point when considering other species: they have 0 for almost all aptitudes; have no special abilities, uh weakness, or constraints against using certain types of equipment; move normally; and gain experience and willpower at a "typical" rate. However, you will see that they are categorised as an *Intermediate* species -- because they are decent, but not excellent, at nearly everything, a Human may need to make use ofall sorts of game mechanics depending on what they find in the dungeon, and know how to defend itself against any type of damage uh_or attack it encounters. Simple species ==============  uhSpecies categorised as *Simple* work straightforwardly for players who have less experience with Crawl's game mechanics. While many do have quirks, these quirks tend to be passive traits that simplify gameplay, rather than  uhH9challenges that a player has to consciously work around. While all of these species do have weaknesses of some kind, these weaknesses are simple to understand, aren't fundamentally crippling to all members of the species, and are balanced by other strengths. In many cases the special properties uhXggrappling, 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. Theirmystical relationship with water makes it easier for them to use alchemyand ice magic, which use water occasionally as a material component. Thelegendary water magic of the Merfolk was lost in ancient times, but someof that affinity still remains. Most other magic seems foreign to them. Gargoyles (Gr)A cross between ordinary stone gargoyles and living beings, Gargoyles arhideous humanoids with an affinity to rock. They have low health, butlarge amounts of innate armour which increases further as they gain  levels. They eventually gain the ability to fly.  Gargoyles' partially living form grants them immunity to poison, as well  as resistance to electricity, and protection from some effects of  necromancy. Their natural armour makes them strong melee fighters, and  they are naturally skilled with blunt weapons and in unarmed combat. They  can also be exceptional earth-based conjurers. Draconians (Dr)  Draconians are Human-dragon hybrids: humanoid in form and approximately uhThe Armataurs are a large, scaled mammalian species, walking on four feetand swinging a powerful tail behind them. Their elephant-back armieserrorise the lands outside the Dungeon.rmataurs instinctively roll when moving toward foes, getting a free moveand regenerating magic. They have great aptitudes with armour andshields, though their body shape reduces the protection offered by bodyarmour early on. At higher levels they also regenerate both health andmagic when rolling, making them truly resilient. Gnolls (Gn)Gnolls are a species of caniform humanoids originally hailing from thearid deserts and grasslands of the east. In recent history they havebecome unusually attracted to the Dungeon, establishing tribes around andeven inside of it. Unfortunately their long stay in the Dungeon hasexposed their somewhat fragile minds to excessive amounts of its magic.  On the one hand, their bizarrely altered brains now have incredibleproficiency at learning every skill. On the other, these same alterationshave rendered Gnolls incapable of selective learning. They learn allskills at the same time, so are generally unable to specialise in any onething.  In order to survive with this limitation, Gnolls use their universal uh oindistinguishable from those of pure mortal stock, they will inevitablygrow horns, scales or other unusual features. Powerful members of thisclass of beings also develop a range of unholy abilities, which arelisted as mutations.  Demonspawn advance slowly in experience and learn most skills slightly uh $lower than Humans, although they are talented at some forms of magic.They learn Invocations especially quickly, although the good gods willnot accept their worship due to their unholy nature. Djinn (Dj)Djinn are beings of smokeless fire. They enter the world spontaneouslynd without explanation, born with a tireless hunger for knowledge andadventure. Djinn have a unique relationship with magic: rather thanlearning spells from books, their spells come from within, welling upfrom their fiery core as they gain experience. They draw from that samefiery core to cast spells - for Djinn, magical power and health are oneand the same.  As elemental beings, Djinn are immune to poison and highly resistant to uh fire, though cold damage is deeply inimical to them. Since they floatrough the air without need for legs or feet, they cannot wear boots.Djinn are middlingly competent at most forms of physical combat, but have uhm adventure. Djinn have a unique relationship with magic: rather thanlearning spells from books, their spells come from within, welling upfrom their fiery core as they gain experience. They draw from that samefiery core to cast spells - for Djinn, magical power and health are oneand the same.  As elemental beings, Djinn are immune to poison and highly resistant tofire, though cold damage is deeply inimical to them. Since they floatthrough the air without need for legs or feet, they cannot wear boots.  Djinn are middlingly competent at most forms of physical combat, but havea particular aptitude for spellcasting. Their aptitudes for all forms ofmagic are phenomenal, though their unique relationship with magic meansthat they cannot choose to train magic skills independently. Spriggans (Sp) uh&n Spriggans are small magical creatures distantly related to Elves. Theylove to frolic and cast mischievous spells.They are poor fighters and have little physical resilience, but they moveextremely quickly and stealthily, and are incredible at dodging attacks.They are terrible at destructive magic - conjurations, summonings,necromancy and elemental spells. On the other hand, they are excellent atother forms of magic and at evoking magical items. Their size makes them uhv$Hbriefly empower their magic and allow them to cast unhindered by armour.  Beyond this, they are sturdy and skilled at using their claws in unarmedcombat, and possess the same immunity to poison, negative energy, andtorment that all undead share, as well as a resistance to cold. Tengu (Te)The Tengu are an ancient and feared species of bird-people with alegendary propensity for violence. Basically humanoid with bird-likeheads and clawed feet, the Tengu can wear all types of armour excepthelmets and boots. Their magical nature helps them evade attacks while inmotion, and despite their lack of wings, more experienced Tengu canally fly.  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 earthmagic. Tengu do not appreciate any form of servitude, and so are poor atusing invocations. Their light avian bodies cannot sustain a great dealof injury. Oni (On)Oni are large, rowdy creatures who love a good fight. They areexceptionally strong and robust, and their fondness for drink allows them uhz  extent than any other species, gaining substantial boosts to their choiceof Strength, Intelligence or Dexterity as they gain experience. On thedownside, they advance more slowly in experience than any other species,gain skills slightly less quickly than Humans and, due to their status,refuse to worship any god. Formicids (Fo)Formicids are a species of humanoid ants. Just like their tiny insectancestors, the Formicids are well adept at earth work, both on thephysical and magical sides. Their abilities have been used to tunnelimmense underground communities and structures, many of which are tens ofthousands of years old.  Perhaps unfortunately, their strong ties to earth have left themcompletely impervious to being teleported or hasted; Formicids are tiedto the earth with a complete sense of stasis. While this is a seeminglybad property for a dungeon adventurer, stasis has the beneficial effectof preventing many types of nasty hexes and maledictions.  With the ability to lift ten times their own weight, the Formicids havestrength rivaling that of Oni. This, along with the fact that they have  four arms, allows Formicid warriors to equip both a shield and atwo-handed weapon at the same time.  uh'Y `Black Draconianscan unleash arcing electrical discharges, and are naturally insulated.They are good at air magic but feel cumbersome with earth magic. Theirwings will eventually grow larger, which allows them to fly when combinedwith their natural skill with air magic. Purple Draconians uhY %are highly adapted to all spellcasting in general, and to hexes inparticular. They are a bit better at evoking things than most otherDraconians. They can breathe dispelling energy which strips those it hitsof enchantments and impairs their spellcasting. They are stronger-willedan other draconians, and later on, they gain resistance to bothexternal mana draining and to enchantment stripping. Pale Draconiansare better at air and fire magic, and have no deficiencies in other uhY schools. They breathe sight-obscuring steam and, like their Purplecousins, have a slight advantage at Evoca ------------------------------------------------------------------------ 2. uhZ |LIST OF CHARACTER BACKGROUNDS ------------------------------------------------------------------------  uh?Z FIn your quest, you play as one of a large number of different types of uh WanderersWanderers are "jacks-of-all-trades, masters of none". They start the gameth a random assortment of skills, items, and maybe spells. Delvers  Delvers have, through some mishap, found themselves several floors belowthe surface of the Dungeon. They're equipped with a wide variety ofmagical escape tools, and are well advised to use them to travel toearlier dungeon floors as quickly as possible. Warrior-mage backgrounds ======================== Warrior mages begin the game with a mix of physical combat and magic skills, though usually excel at neither. They start with a library of spells and (usually) some way of defending themselves. 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. They start with a scroll ofblinking, a selection of translocation spells, some dispersal darts, a  simple weapon of their choice, and leather armour. uhk ~  Fire Magic tends towards indiscriminate, wide-range destructive conjurations and starting fires.  Ice Magic offers diffuse, subtle effects, both defensive and offensive.  Air Magic provides powerful but difficult to direct spells.  Earth Magic  offers direct effects, some destructive and some debilitating. Alchemist  Alchemists start with knowledge of poison-based magic, which is extremely  useful in the shallower levels of the Dungeon where few creatures areimmune to it. ------------------------------------------------------------------------ 3.LIST OF SKILLS ------------------------------------------------------------------------ Here is a description of the skills you may have. You can check your uh__current skills with the 'm' command, and therein toggle between progress display and aptitude display using '*'. You can also read the table of  uh_Iaptitudes from the help menu using '?%', and during character choice with uh * Staves* Polearms If you are already good using a class of weapons, say Long Blades, you'll get a bonus to using similar weapons, like Short Blades; this is called crosstraining and is shown in blue in the skill menu. 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 attack with it. Both the base speed and the best (lowest) possible speed are  uh3 displayed in the inventory entry for a weapon. 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. You can check the current delay of your weapon by swinging it at air (using ctrl-direction) and looking at the number in parentheses next to your turncount. Some weapon types have special abilities. Axes are able to cleave through uh under Kikubaaqudgha).  Invocations can increase your maximum magical reserves, although it has a  uh smaller effect than Spellcasting in this regard. The bonuses are not  cumulative: the highest contribution from Spellcasting or Invocations is  used. EvocationsThis skill lets you use wands much more effectively, in terms of bothdamage and precision. Similarly, various other items that have evocablepowers work better for characters trained in this skill.  uh5[------------------------------------------------------------------------ 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,  uhJplease look into options_guide.txt. For a more terse list of all commands, uhfor more information about this mode. a Show the ability menu, allowing you to activate an ability or read itsdescription. z uh7x Cast a spell. Should the spell demand monsters as targets but there arenone within range, casting will be stopped. In this case, neither turnsnor magic are used. If you want to cast the spell nonetheless, use Z. Z Cast a spell regardless of available targets. Resting ----------------------------------------  uhMs, Del, . or Numpad 5Rests for one turn. This is most often used tactically for waiting a few  turns. Serious resting should be done with the 5 command, for the sake of  your keyboard and sanity. 5 or Shift-Numpad 5  Long resting, until both health and magic points are full. uh- Long resting, until both health and magic points are full. Resting is generally indistinguishable from any other action; healing, magic point restoration, etc, proceed at the same rate, whether you're resting or not. A few specific spells can be 'channeled' via the rest key for ongoing effects, as mentioned in their descriptions. Dungeon interaction O Open door. This is also done automatically by walking into the door. C Close door. Ctrl-direction or * direction  Opens/closes a door in the specified direction (if there is one), orelse attacks without moving (even if no monster is seen). < Use staircase to go higher, or use a shop, altar, or portal. > uh Character information -------------------------------------- 'display' below means usage of the message area, 'show' means usage of the whole screen. @ Display character status. [ Display worn armour. } Display list of runes collected. " Display worn jewellery. E Display experience info. ^ Show religion screen.  uh Find. This searches in stashes and shops, you can use regular expressions  and also terms like 'long blades', 'shop', 'altar', 'artefact'. If youare looking for altars to a special god, a search for 'Trog' , etc.  works. 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', whichwill also list items on D:10 through D:15. Once the list of all found  uh places is displayed, you can cause auto-travel to go there (press theassociated letter) or you can examine the items (press ? followed by theletter). Item interaction (inventory) ======================================== See also "Attacking and firing" for item interaction commands related to attacking and firing. { Inscribe item (check the autoinscribe option). An empty inscription or  inscribing only space will remove prior inscriptions. See Appendix 5."Inscriptions". You can also inscribe items when viewing them by pressingtheir slot key in the inventory. q Quaff a potion. uh$- Global deselect (subject to drop_filter option). * uh\Invert selection. This will allow you to select all items even if you usethe 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). ; Select last unequipped. Selects the equipment (armour, jewellery, orweapon) you last took off or unwielded. Level map ('X') The level map (brought up by 'X' in the main screen) uses the whole screen to show the dungeon. Esc, SpaceLeave level map. uhZWCtrl-CClear level and main maps (from temporarily seen monsters, clouds, etc.). Ctrl-FForget level map. Ctrl-U  Restore forgotten level map. Waypoints can be set on the level map. You can travel to waypoints using G. The commands are: Ctrl-Wt 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 uh exclusion. R#Set an exclusion with an arbitrary radius, where # is a number from 1 to uh I. or EnterTravel to cursor (also Del). v Describe feature or monster under the cursor. Some branch entries have  special information. > Cycle downstairs. < Cycle upstairs. _ Cycle through altars.  uhB Tab  Cycle shops and portals. Ctrl-XLists all monsters, items and features in sight. You may read theirdescriptions and move the cursor to an item, monster, or feature. Targeting uhI Prompt before putting on this jewellery. !R  Prompt before removing this jewellery. !vPrompt before evoking this item.  uhSJ=gPick this item up automatically if autopickup is on. =fExclude this item from automatic quivering. +fInclude this item in automatic quivering. =F uhJExclude this item when cycling quiver actions. +FInclude this item when cycling quiver actions. !Q uhMadash. The monsters are Fedhas-themed; watch out for the many flavoursof Oklobs! As usual, your goal is to find the Orb of Zot and then escape. Sprint V: "Ziggurat Sprint"Ziggurat Sprint focuses on the Ziggurat mechanic. The map consists of a  sequence of open-layout rooms of increasing size and difficulty, eachwith many monsters around some theme; rooms are connected bytransporters. The starting room provides powerful equipment for getting  started, as well as altars. If you can make it through all rooms, youwill be taken to a room with the Orb and some exit stairs. Sprint VI: "Thunderdome"In the Thunderdome you face a large set of monsters, including manyuniques, in a cross-shaped arena. Monsters appear in rounds, with boss  rounds every 5 rounds (every 3 after round 27), and the final boss atround 27. If you kill every monster in a normal or boss round, you willget some gold, arena points, and a bit of time to rest. In a lightning  round, to win you just need to survive. A variety of interesting itemsare available for purchase in shops along the sides -- don't miss theQUAD DAMAGE! To win this sprint, kill the final boss, and the Orb will  appear. Sprint VII: "The Pits"  This map is a "traditional-style" sprint map that embeds the quest for uh@O  the Orb of Zot into a dungeon level with three runes. uh++ ------------------------------------------------------------------------ H.SPELLCASTING ------------------------------------------------------------------------ Magical spells are a very important part of surviving in the dungeon. Every  uh,character can make use of magical spells. There are many skills related to magic, the principal one being Spellcasting. Spellcasting determines the number of Magic Points available; it also helps to cast any spell, though less so than schools associated  uh,rwith a spell. Next, there are several general magical schools (Conjuration, Hexes, Summoning, Necromancy, Forgecraft, Translocation and Alchemy) as well as several elemental schools (Fire, Ice, Air and Earth). A particular spell can belong to up to three schools. Being skilled in a spell's schools improves the casting chance and the power of that spell. Spells are stored in books, which you will occasionally find in the dungeon. Once you have picked up a book and added its contents to your spell library, you can memorise a spell using the 'M' command.  uh,In addition to picking up new spells, your character may also wish to get rid of old ones by reading a scroll of amnesia, which will let you pick a spell to forget.  uh uhZ {G ITEMS In the dungeons of Crawl there are many different kinds of normal and magical items 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 they are displayed, and what commands there are to use them: ======= ============= ================================================ ) weapons (use 'w'ield) (missiles(use 'f'ire or 'F'ire, 'Q' to quiver) [ armour (use 'W'ear and 'T'ake off)  uh[ D? scrolls (use 'r'ead) ! potions (use 'q'uaff) /wands(use 'V' to evoke, 'Q' to quiver) = rings (use 'P'ut on and 'R'emove) " amulets (use 'P'ut on and 'R'emove) | staves (use 'w'ield) : uh8[ 8spellbooks (use 'M'emorise and 'z'ap, 'Q' to quiver) uh/ uh.%talismans(use 'V' to evoke) }miscellaneous (use 'V' to evoke, 'Q' to quiver) $gold(use 'g' to pick up) ======= ============= ================================================ uh  uh  uhj  uh $P~#####.#  marcbb the Tinkerer ~~....#.#  Mountain Dwarf ♣~###...# uh   Health: 14/14 ======================== ß♣~####.#  Magic: 3/3======================== ♣~## #.#  AC: 2 uh Str: 12 ~## #.#  EV: 10 uh- Int: 15 ## #.#  SH: 0Dex: 8 uhS #.###########   XL:  1 Next: 33% Place: Dungeon:1 uh #.........@.#   Noise: ---------  Time: 175.8 (0.0)###########.#   a) +0 hammer.#   Cast: Kinetic Grapnel.#  .#  B.   B   giant cockroach (asleep) uh e##     uh Casting: Kinetic Grapnel (safe; 3% risk of failure)  Confirm with . or Enter, or press ? or * to list all spells.  uh6 _You don't know that spell.  Casting: Kinetic Grapnel (safe; 3% risk of failure)  Confirm with . or Enter, or press ? or * to list all spells.  uhX ;_You don't know that spell. uh Q uh~....#.#  ~###...#  #.#  ~## #.#  ## #.#  # #.#   #.###########  #...........#  ###########@#   #.#  #.#  #.#  .B.  ###       uh uhpB.B uh;L6.8 (1Kinetic Grapnel _ uh uhs uhQ ###.. ♣~#### ~## ##    #.###########..........##########B...### uhS  uhY :B. uhZ .=7 uh^  uh%a jonfirm with . or Enter, or press ? or * to list all spells. _You don't know that spell.  Casting: Kinetic Grapnel (safe; 3% risk of failure)onfirm with . or Enter, or press ? or * to list all spells.  uh_a _You don't know that spell. _The giant cockroach misses you. uh.w2----9.2 (1.4 _You closely miss the giant cockroach. The giant cockroach bites you. uh}r  You hit the giant cockroach but do no damage. uhg0-------80.6 uh[ uh{ _The giant cockroach barely misses you. The giant cockroach bites you. uh A  You hit the giant cockroach. uh j. uh k1=--502.0 uh 9Kinetic Grapnel uh3  uh S _You kill the giant cockroach! uh&w♣~#### ~## ##    uh&#.###########..........########## ...##### uh'! uh_, uh-4-30 uh0 uh3 uh~## ##    #.###########..........###########.......##.####### uh\! uh"@-4 uh% uh' uh> ##    #.###########..........###############.####....@..####### uh  uhU &5 uh  uh  uh9=2== uh=~## #.# ## #.#  #.###########  #.....#  ####.#  #.#  #.#  #####.###  #.@.....#  uh.>8.0 (3 #.####### #. #. #.  uhU>Y#. #. uhw>= #.  uh>  uh? uheC uhD uhnI uhp uh1r uhu uhzv uhw uhw#3 uhxG==== uhx uhy uhz uhz uh^{ uhg| uh} uh} uh=~ uhO #.#   #.#  #.#####  #..... uhG#  #####.#  #.#  #.#  #####.###   uh#......@#  93.0 (5#.#######   uhރ#.  #.  #.  #.   uh}#.  #.    uh uh uh uh uhL4 uhkO uhR uh uh uh uh uhK  uh2L  uhL  uhP  uh6R  uhV == uh[  uhl ## #.# # #.#  #.###  #..#  ##.#  #.#  #.#  #####.###  #....@..# 5.0 (2 #.#######  #.  #.  #.  #.  #.  #.   uh&  uhq  uh  uh K _You can't go up here! uh  uh  uhh  uh^  uh<I uh uh uh!b4== uh1 _HP restored. uh[ uh uh uh uh1 uhb uh uh uhh uh uhm uhP uh uhH:== uh uhgN## #.#  #.###########  #...........#  ###########.#  #.#  uhG #.# ####.###  #.......#  #@####### 200.0 (5 uh\ #.#  #.#  #.#  #.#  uh #.#  #.#  ..#  uh*  uhz uh uh uhtI uh uh\, uhn uhl uhp uh uh, uh uh+ uh` uh uh uhd uh uh uh uh ? #.......#  #.#######  #.#  #.#  uh #.# #.#  #.# ########.# .......@.# 8.0 (8.....##### uh J ...  .  uh   uh2  uhL   uh  uh uh uh5 uhr6 uh8 uhW: uhS% uh-WB uhZ, uh[ uh^e _Found a cabochon ring. uha uhFa uhgb uhc uhd uhd uhAe uhjg #.#######  #.#  #.#  #.#  #.#  #.#  uhk#########.#  ##.##.........#  #=..##### 14.0 (6 #..#.......#  uh"km #..###..#  #.# #..##. #.... uhGk#. #...### ....#...#  uhl uh.p uhr uh  uh;  uhޙ  uh  uh4 , uh , uh  uhХ  uhϦ  uh  uhDZ  #.###### #.# #.# #.# uh y###### #.#..... #.# uh: ... #########.# ##.##.........# #=.@......##### #..#.......# uhZ #..###..#.#.## #..# uh~ .#.# #....r.#.# #...## uh r   quokka (asleep)..#.. ....# uh۲ u#..#.. ...# uh +6.0 (2 uh Jr. uh˾ Fr uh +7.0 (3 uh Kinetic Grapnel uh  uh Y _A quokka comes into view. uh! #. #.### #.#.# #.# uhkf ######.# #.# ......# #.# ....#########.# uh ##.##.# #=@.......##### uh" #..#.# #..#..###..# #..#.## #..# #r.#.# #.... uhb #..#.# #...## #..#.. ....# #..#.. ...# uhN uhaor.8.0 (1 uh uh uhAA #. #.# ## #.# .# #.# ######.# #.# uhA_ ......# #.# ....#########.# ##.##.# #.##### #..#.# #..#..###..# uhA #r.#.## #..#  uhA #..#.# #.... uhB #..#.# #...##  uh'B #..#.. ....#  uhCB #..#.. ...# uhF uhMDr. uhpN&9 uhxS uhV_ _You see here a ring of poison resistance. uh 9 ## uh€ .###### ..... ....######## uh ##.##........=........#####.......# r.#..###..#.## # uh$ - #.... uhF Z##. ....#   uh  uh  uh  uh 12---- uh@ (=20 uh A _The quokka bites you. uhI  You hit the quokka.  The quokka is almost dead.9/14 ---------1.4 (1.4 _The quokka barely misses you. The quokka bites you. uh3 8  You hit the quokka. uh: 2. uhQ? 10/14==---662.8Kinetic Grapnel uhD  uhTG   uhG <_You kill the quokka! uhN{ ##.###### ..... ....##########.##........=........####..#.......# #####  #....#### uhS uhkT4-30 uhX uhZ uh`V M####### uhV :......# ....##########.##.........=........##### uhV Z....### #..#  uhV #..#.# #....#### uhZ  uh[ !- uh[ 4 uh^  uhW_  uhz uhD [?25h[?0c [?1051l[?1052l[?1060l[?1061l