j.iV Player: qsantn Game: DCSS 0.33 Server: crawl.dcss.io Filename: 2025-12-02.14:44:58.ttyrec Time: (1764686698) Tue Dec 2 14:44:58 2025 k.iws [?1051l[?1052l[?1060l[?1061hk.i.i9E.i%IWelcome, qsantn the Human. Please select your background. WarriorAdventurerMage a - Fighter i - Artificerq - Hedge Wizard b - Gladiatorj - Shapeshifterr - Conjurer c - Monkk - Wanderer.ivIs - Summoner d - Hunterl - Delvert - Necromancer e - BrigandWarrior-mageu - Forgewright Zealot.iIm - Warperv - Fire Elementalist f - Berserkern - Hexslinger.iIww - Ice Elementalist g - Cinder Acolyteo - Enchanter.iIbx - Air Elementalist h - Chaos Knightp - Reavery - Earth Elementalist.iJz - Alchemist Fighters are equipped with armour and shield, as well as a weapon of their .i2Juchoice and potions of might. + - Recommended background * - Random background .iUJu# - Recommended character ! - Random character % - List aptitudesSpace - Change species .iqJ? - Helpp.i$------------------------------------------------------------------------ 2.LIST OF CHARACTER BACKGROUNDS ------------------------------------------------------------------------ In your quest, you play as one of a large number of different types of characters. Although each has its own strengths and weaknesses, some are definitely easier than others, at least to begin with. The best backgrounds for a beginner are probably Gladiators and Berserkers; if you really want to play a magician, try a Conjurer or a Hedge Wizard. However, not all species are equally well suited for all backgrounds. After you have selected a species, the background selection menu will show backgrounds generally considered to be more accessible for a species in a brighter colour. Each background starts out with a different set of skills and items, but from there you can shape them as you will. Note that due to peculiarities of size or body shape, some species-background combinations start with a different inventory than described here. Warrior backgrounds =================== Warriors are experienced at using physical weapons and defending themselves.q.i,Movement:Game Saving and Quitting: To move in a direction or to attack, S : Save game and exit use the numpad (try Numlock off and Ctrl-S : Save and exit without query on) or vi keys:Ctrl-Q : Abandon the current character 7 8 9 y k uand quit the game \|/ \|/ 4-5-6 h-.-l Player Character Information: /|\ /|\ @ : display character status q.iw,1 2 3 b j n m : show skill screen % : character overview Rest:^ : show religion screen . : wait a turn (also s, Del) A : show Abilities/mutations 5 : rest and long wait; stops whenq.i,\ : show item knowledgeHealth or Magic become full orM : show your spell library q.i, something is detected. If Health } : show runes collected  and Magic are already full, stops [ : display worn armour q.i, when 100 turns over (numpad-5) " : display worn jewellery q.i-$ : display gold in possession Extended Movement:E : display experience info q.i-o : auto-explore G : interlevel travelDungeon Interaction and Information: Ctrl-F : Find itemsO/C : Open/Close door Ctrl-W : set Waypointq.i*._</> : use staircase / Dir., Shift-Dir.: long walk;: examine occupied tile andq.iO  Carry it to the surface and win! w : Wield an item (- for none) ' : wield item a, or switch to b Other Gameplay Actions:  (use = to assign slots) a : use special Ability (a! for help) v : attack with wielded item z : cast spell, abort without targets V : eVoke wand and miscellaneous item Z : cast spell, no matter what e/c : Equip or Unequip an item I : list all memorised spells W/T : Wear or Take off armour M : Memorise a spell from your library P/R : Put on or Remove jewellery t : tell allies (tt to shout) ` : re-do previous commandAdditional help: Ins: repeat next command # of timesMany commands have context sensitive help, among them X, .ioP ?0;10;1mx, f (or any form oNon-Gameplay Commands / Info targeting), Ctrl-F, and G. F1: game menuYou can read descriptions of your Ctrl-P : show Previous messages current spells (I), skills (m?) and Ctrl-R : Redraw screenabilities (a!). Ctrl-C : Clear main and level maps Ctrl-E : quick add macro Ctrl-D : edit macros ! : annotate the dungeon level # : dump character to file : : add note (use ?: to read notes) = : reassign inventory/spell letters F12 : read messages (online play only)q.iKMovement:Game Saving and Quitting: To move in a direction or to attack, S : Save game and exit use the numpad (try Numlock off andCtrl-S : Save and exit without query on) or vi keys:Ctrl-Q : Abandon the current character 7 8 9 y k uand quit the game \|/ \|/ 4-5-6 h-.-lPlayer Character Information: /|\ /|\ @ : display character status 1 2 3 b j nm : show skill screen % : character overview Rest:^ : show religion screen . : wait a turn (also s, Del)A : show Abilities/mutations 5 : rest and long wait; stops when\ : show item knowledge  Health or Magic become full orM : show your spell library q.i[15d something is detected. If Health } : show runes collected  and Magic are already full, stops [ : display worn armour  when 100 turns over (numpad-5)" : display worn jewellery $ : display gold in possession Extended Movement: E : display experience info o : auto-explore G : interlevel travelDungeon Interaction and Information: Ctrl-F : Find itemsO/C : Open/Close door Ctrl-W : set Waypoint</> : use staircase / Dir., Shift-Dir.: long walk ;: examine occupied tile andt.i Welcome, qsantn the Human. Please select your background. WarriorAdventurerMage a - Fighter i - Artificer q - Hedge Wizard b - Gladiator j - Shapeshifterr - Conjurer c - Monk k - Wanderers - Summoner d - Hunter l - Delvert - Necromancer e - Brigand Warrior-mage u - Forgewright Zealot m - Warperv - Fire Elementalist f - Berserkern - Hexslinger w - Ice Elementalist g - Cinder Acolyteo - Enchanter x - Air Elementalist h - Chaos Knight p - Reavery - Earth Elementalist z - Alchemist Opens the help screen. + - Recommended background * - Random background # - Recommended character ! -t.iL Random character % - List aptitudes Space - Change species ? - Helpw.iS------------------------------------------------------------------------ 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 Gladiators and Berserkers; if you really want to play a magician, try a Conjurer or a Hedge Wizard. However, not all species are equally well suited for all backgrounds. After you have selected a species, the background selection menu will show backgrounds generally considered to be more accessible for a species in a brighter colour. 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 species-background combinations start with a different inventory than described here. Warrior backgrounds =================== Warriors are experienced at using physical weapons and defending themselves.x.ipy.i5FightersFighters usually start with a good weapon of their choice, a suit ofmedium armour, a shield, and a potion of might.z.i>  {.i Pale Draconiansare better at air and fire magic, and have no deficiencies in otherschools. They breathe sight-obscuring steam and, like their Purplecousins, 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 {.i4 L particular. 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-willedthan other draconians, and later on, they gain resistance to both{.i4 ;external mana draining and to enchantment stripping.|.iUGrey Draconianscan breathe torrents of mud which impede the movement and attacks ofnon-flying enemies. They are proficient with earth magic but bad with airmagic. Later on, iron fuses onto their scales to make them hardier thanother Draconians. 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  are highly adapted to all spellcasting in general, and to hexes in|.ikVaparticular. They are a bit better at evoking things than most other  Draconians. They can breathe dispelling energy which strips those it hits  of enchantments and impairs their spellcasting. They are stronger-willed  than other draconians, and later on, they gain resistance to both  external mana draining and to enchantment stripping. Pale Draconians  are better at air and fire magic, and have no deficiencies in other  schools. They breathe sight-obscuring steam and, like their Purple  cousins, have a slight advantage at Evocations.|.i. attack.|.i energy and torment; have little warmth left to be affected by cold; andare not susceptible to mutations. Draconian types ======================================== Red Draconiansfeel at home in fiery surroundings. They are bad with ice magic but very  proficient with fire. They can breathe highly combustible embers whichuse a fiery explosion whenever they hits a foe. White Draconians|.istem from frost-bitten lands, and are naturally resistant to frost. Theybeathe piercing cold which encases anything it kills in a solid block of  ice. They are versed in ice magic, but bad at fire. Green Draconiansare used to venomous surroundings and breathe clouds of mephitic vapours.They are especially good in the arts of alchemy and without deficienciesin other magic realms. Later on, they will develop a poisonous stinger. |.ioYellow Draconians  have a sulphurous breath full of corrosive acid, and are naturally acid|.iΓIresistant. Their knowledge of corrosion makes them especially good in the|.ino Like other undead, mummies are naturally immune to poisons, negative|.i<0 help for their masters' rituals, yet many have abandoned, outlived, or,in at least one case, eviscerated their former masters and gone out intothe 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.  Their agility and stealth are legendary, as is their ability to get tohard to reach places. Felids advance in levels very slowly. They areskilled with many forms of magic, though less so with raw elementalmagic.  Felids start with an extra life, and gain more as they increase inlevels. Upon death, they will be resurrected in a safe place. Mummies (Mu)These are undead creatures who travel into the depths in search of  revenge, redemption, or just because they want to.  Mummies progress slowly in levels, half again as slowly as Humans in allskills except fighting, spellcasting and necromancy. The sacred embalmingrituals that brought them into unlife also grant them a special  connection with the divine, and as they increase in levels, they become|.i  knowledge of alchemy as well. They are also able to use their tentaclesto constrict enemies - potentially several at a time! Felids (Fe)Felids are a breed of cats that have been granted sentience. Originally|.iU they were witches' familiars that were magically augmented to provide  are at normal speed). Like Armataurs, their body shape also prevents themfrom gaining full protection from body armour. A Naga's biggest forte isstealth: Nagas are very good at moving unnoticed. Their tails eventually  grow strong enough to constrict their foes in combat.  Nagas can spit poison; the accuracy and damage of this poison increaseswith the Naga's experience level. Octopodes (Op)These land-capable relatives of common octopuses can move about as fastas Humans and yet retain the ability to swim underwater, although theirdual adaptation is not as good as that of the shapechanging Merfolk.  Octopodes have eight tentacle-shaped legs, and need four of them to move.While a tentacle lacks fingers, two tentacles are a rough equivalent of aHuman's arm where item manipulation is concerned - including wieldingtwo-handed weapons with four. They can use no armour other than loosehats, but can handle shields just fine. Another peculiarity they have isthe ability to wear eight rings, one on each tentacle.  Their natural camouflage makes them excel at stealth, and they have goodknowledge of alchemy as well. They are also able to use their tentacles  to constrict enemies - potentially several at a time! }.i/-completely 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 havefour arms, allows Formicid warriors to equip both a shield and a  two-handed weapon at the same time.  Formicids make good earth mages and alchemists, but are quite capable atboth melee and ranged combat too. They are naturally bad at air magic andconjurations. Nagas (Na)}.i/CNagas are a hybrid species: Human from the waist up with a large snakeail instead of legs.  They are reasonably good at most things and advance in experience levelsat the same rate as Humans. They are naturally resistant to poisons, cansee invisible creatures, and have tough skin, but their tails arerelatively slow and cannot move them around as quickly as can othercreatures' legs (this only affects their movement rate; all other actionsare at normal speed). Like Armataurs, their body shape also prevents them}.iFormicids (Fo)The 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 tunnel}.iimmense underground communities and structures, many of which are tens ofthousands of years old.Perhaps unfortunately, their strong ties to earth have left them}.ifashion. At higher levels of experience, they can even control these  possessed objects at a distance from time to time, harassing their foeswith a barrage of unruly armour.  Their superlative aptitude for both stealth and hexes make them powerfulenchanters, and they are adequate at most other forms of magic, thoughey struggle with conjurations. They are adept with short blades, if alittle below average with heavier weapons, and their lack of a physicalbody makes them terrible at unarmed combat. The same power they used topossess objects makes them natural experts at throwing.  Finally, their nature as spirits of bad luck also grants them temporaryAC whenever they inflict maladies upon their enemies. Demigods (Dg)Demigods are mortals with some divine or angelic ancestry, howeverdistant. Demigods look more or less like members of their mortal part'sspecies, but they are extremely robust and can draw on great supplies ofmagical energy. They are able to sculpt their attributes to a far greaterextent 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.}.i)iV possessing small objects and making them fly through the air. They canuse this to fight with weapons as well as the living do, as well as gainthe protective benefits of many different hats, boots, gloves, and cloaksat once, though body armour is too large for them to manipulate in thisce}.i  Never scorn the spirits! Vine Stalkers (VS)Limber in shape, Vine Stalkers are anthropomorphic masses of thick vines.They possess a once-humanoid core, parasitised moments before death bythe magical vines. Lacking any other discernible features, their facesare dominated by the disproportionate, vicious maw with which theydisrupt and devour the magical energies of their foes.  Magic courses freely through their bodies, and any damage they take issplit between their health and magical reserves. They also physicallyregenerate at an alarming rate. However, these traits come at a price:}.ik $the dual nature of their bodies makes them extremely frail, and theycannot benefit from potions to heal their wounds.Living examples of adaptation, Vine Stalkers level up quickly and lendwell to an all-out offensive style; trusting their stealth to choose}.i their prey and then their regenerating capabilities to power through the  wounds they may sustain in battle. Many members of the species, however,are seen wielding magic quite competently and then switching to a hybridstyle when their reserves start to run low, thus replenishing theirhroud of magic and their spells' fuel with each voracious bite. Poltergeists (Po)}.i6 Coglins (Co)Unlike most of their goblin kin, Coglins augment their tiny frames with  charm-wrought steel. Their exoskeletons, capable of wielding weapons independently in each arm, are begun with hand-me-downs from their sprawling families. By the time they come of age, they are inseparable from their creations, and experienced individuals often further customise themselves with uniquely powerful additions. }.i Haphazard and jerry-rigged, Coglin exoskeletons lack the flexibility of natural bodies. Though their arms can fly in a whir of destruction, it takes quite a bit of swinging to rev them up to that speed. Further, with their bodies swallowed in the controls of their machine, they cannot wear jewelry - the interference of multiple magical fields would be catastrophic! Even so, a true Coglin would never criticise their creation. They believe that spirits of steel and sandalwood come to rest within every thing that draws blood, slowly and carefully re-attuning their exoskeletons to those spirits whenever they wield or remove weapons. Never scorn the spirits! }.i% Vine Stalkers (VS)Limber in shape, Vine Stalkers are anthropomorphic masses of thick vines.  They possess a once-humanoid core, parasitised moments before death by}.iv ================ *Advanced* species have some substantial weaknesses, and/or add multiple complex new mechanics to gameplay. This category includes several species that experienced players may not find difficult per se, but that may require quite a bit of experience to adapt to. It also includes species that are just plain difficult, such as Mummies.}.ibD  They are proficient with most melee weapons and forms of magic, but lack  the dexterity or inclination to use ranged weapons or magical devices  well. They are, however, good at throwing things, in particular large  rocks.  Their large size prevents them from wearing most forms of armour, and arepoor at dodging, relying on their enormous bulk to survive battles  instead. Barachim (Ba)}.iDEBarachim are an amphibious humanoid species, spawned at the dawn of timeas servants for the gods. Inevitably, they rebelled and fled into themortal world; but even uncounted years later, the darkness still flees attheir approach, remembering those who they once servedBarachim's most remarkable trait is their grossly overmuscled legs, whichallow them to leap great distances. When not leaping, they are somewhaslow-moving, and the long sight-lines that their heritage creates can bea major disadvantage, but they can master almost any skill. Advanced Species ================ ~.i>@Oni (On)Oni are large, rowdy creatures who love a good fight. They areexceptionally strong and robust, and their fondness for drink allows themto heal twice as much from healing potions and even perform free meleeswings around themselves while they chug them.~.i9 unremarkable (aside from an affinity for ice, earth, and necromanticmagic), they can channel damage-dealing spells through their claws,allowing them to perform melee attacks at the same time as they castspells. They can even burn away the memories they have collected tobriefly 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) 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 in  motion, and despite their lack of wings, more experienced Tengu canmagically fly.  They are experts at all forms of fighting, including the magical arts ofcombat (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.~.i< Their nature makes them uniquely skilled at wielding destructive magic;while their reserves of magical energy are poor and their aptitudes~.iXsmagic are phenomenal, though their unique relationship with magic meansthat they cannot choose to train magic skills independently. Spriggans (Sp)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 themunable to wear most armour. They cannot wield large weapons, and even  most smaller weapons require both hands to be wielded by a Spriggan. ~.i$Revenants (Re)Revenants are skeletal undead, created when an individual dies to violentmagic without being mourned or remembered. They rise with fragmentaryrecollections of their former life and an all-consuming hunger to clawback that existence which the world forgot.So powerful is this drive which animates them that they can actually ripthe very existence from others, tearing fragments of souls and memoriesand even the fundamental essence of inanimate objects and turning them~.i$kM a particular aptitude for spellcasting. Their aptitudes for all forms of~.i@ can be created in any number of ways: magical experiments, breeding,unholy pacts, etc. Although many Demonspawn may initially beindistinguishable from those of pure mortal stock, they will inevitablygrow horns, scales or other unusual features. Powerful members of this  class of beings also develop a range of unholy abilities, which arelisted as mutations.  Demonspawn advance slowly in experience and learn most skills slightlyslower 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)~.i Djinn are beings of smokeless fire. They enter the world spontaneouslyand without explanation, born with a tireless hunger for knowledge andadventure. Djinn have a unique relationship with magic: rather than  learning 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 floatrough the air without need for legs or feet, they cannot wear boots.~.i ~.i! Humans (Hu)Humans are natural explorers. As they uncover new spaces in the dungeon,they are refreshed and invigorated, rapidly healing and recovering magic.They are also the most versatile of all species - having balancedaptitudes for all skills lets them adapt to use whatever they find. Kobolds (Ko)Kobolds are small, mysterious creatures of unknown origin. They are welluited to lurking in the darkness of the Dungeon, and have a reducedrange of vision which also reduces the range at which they can be seen byenemies.  They are competent in combat, especially with short blades, maces orranged weapons, and are comfortable with all forms of magic. They arelso very adept at using magical devices. Their small size makes themunable to wield large weapons, but they are agile and stealthy, and~.iy" advance in levels slightly more quickly than Humans. Demonspawn (Ds)Demonspawn are horrible half-mortal, half-infernal creatures. Demonspawncan be created in any number of ways: magical experiments, breeding,unholy pacts, etc. Although many Demonspawn may initially beindistinguishable from those of pure mortal stock, they will inevitablygrow horns, scales or other unusual features. Powerful members of this~.i#M~.iWarid deserts and grasslands of the east. In recent history they have  become 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  On the one hand, their bizarrely altered brains now have incredibleproficiency at learning every skill. On the other, these same alterations  have 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 universalknowledge to take advantage of every resource they find in the Dungeon.lso have a knack for finding items, allowing them to easily locatethe Dungeon's hidden treasures. Intermediate Species ==================== Species classified as *Intermediate* require a broader understanding of the mechanics of Crawl, have some weakness(es) that must be actively compensated for, and/or add a relatively complex mechanic (or change in mechanic) to gameplay..iGnolls (Gn)Gnolls are a species of caniform humanoids originally hailing from the.i!{evolving a natural gift for all forms of magic, and adapted physically  to their new environment, becoming weaker and losing all colouration. They are poor at melee combat and physical defence, although they ar capable at using bows and other ranged weapons. Armataurs (At)The Armataurs are a large, scaled mammalian species, walking on four feetand swinging a powerful tail behind them. Their elephant-back armiesterrorise the lands outside the Dungeon.  Armataurs 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 and  even inside of it. Unfortunately their long stay in the Dungeon has  exposed their somewhat fragile minds to excessive amounts of its magic.  On the one hand, their bizarrely altered brains now have incredible.iT 6 most skills very slowly. Their large size prevents them from wearing mostforms of armour. Deep Elves (DE)The Deep Elves are a species of Elves who long ago fled the overworld tolive in darkness underground. There, they developed their mental powers,.i ' Trolls are monstrous creatures with powerful claws. They have thick,knobbly skins of any colour from putrid green to mucky brown, which arecovered in patches of thick fur.They are incredibly strong, and regenerate rapidly from even the most.iq Mterrible wounds. However, they are hopeless at spellcasting and learn.i?  Draconian colours are detailed below, in the subsection titled"Draconian types". Trolls (Tr).i~an immature form with brown scales, but as they grow in power they takeon a variety of colours. This happens at an early stage in their career,and the colour is determined by chromosomes, not by behaviour.  Most types of Draconians have breath weapons or special resistances.Draconians cannot wear body armour and advance very slowly in levels, butare reasonably good at all skills other than missile weapons, and theydevelop natural physical defences that compensate for the lack of bodyarmour, without needing to train their Armour skill at all. Still, each.icolour has its own strengths and some have complementary weaknesses,which sometimes requires a bit of flexibility on the part of the player.They are good general-purpose spellcasters, and typically theirspellcasting aptitudes will adapt slightly when they gain a colour.  Draconian colours are detailed below, in the subsection titled"Draconian types". .ikTrolls (Tr)Trolls are monstrous creatures with powerful claws. They have thick,.i'mknobbly skins of any colour from putrid green to mucky brown, which arecovered in patches of thick fur.iG.  They are incredibly strong, and regenerate rapidly from even the mostterrible wounds. However, they are hopeless at spellcasting and learn.it3 Gargoyles' partially living form grants them immunity to poison, as wellas resistance to electricity, and protection from some effects ofnecromancy. Their natural armour makes them strong melee fighters, andthey are naturally skilled with blunt weapons and in unarmed combat. Theycan also be exceptional earth-based conjurers. Draconians (Dr)Draconians are Human-dragon hybrids: humanoid in form and approximatelyHuman-sized, with wings, tails and scaly skins. Draconians start out in.i,utend to be surprisingly nimble on land as well as in the water. Expertst swimming, they need not fear drowning and move very quickly throughwater.  The Merfolk have developed their martial arts strongly on thrusting andgrappling, 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 alchemyice 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 t.i6hem. Gargoyles (Gr)A cross between ordinary stone gargoyles and living beings, Gargoyles arehideous humanoids with an affinity to rock. They have low health, butlarge amounts of innate armour which increases further as they gainlevels. They eventually gain the ability to fly.  Gargoyles' partially living form grants them immunity to poison, as wellas resistance to electricity, and protection from some effects ofnecromancy. Their natural armour makes them strong melee fighters, and.i4  The Merfolk are a hybrid species of half-Human, half-fish that typicallylive in the oceans and rivers, seldom venturing toward land. However,Merfolk aren't as limited on land as some myths suggest; their tails willquickly reform into legs once they leave the water (and, likewise, theirlegs will quickly reform into a tail should they ever enter water). They.iV spell success is significantly less encumbered by armour than otherspecies.  They are superlative artisans and smiths, employed in ancient times byeven the gods themselves, and this spiritual history makes themexceptional at invoking divine aid. They can even use enchantment scrollsto improve artefacts that would be beyond the understanding of any otherspecies. Minotaurs (Mi)The Minotaurs are a species of hybrids, possessing Human bodies withbovine heads. They delve into the Dungeon because of their instinctivelove of twisting passageways..iV 2Minotaurs are extremely good at all forms of physical combat, but areawful at using any type of magic. They can wear all armour except forsome headgear. When in close combat, Minotaurs are able to reflexivelyheadbutt those who dare attack them. Merfolk (Mf) .iV The Merfolk are a hybrid species of half-Human, half-fish that typicallylive in the oceans and rivers, seldom venturing toward land. However,.iV Merfolk aren't as limited on land as some myths suggest; their tails willquickly reform into legs once they leave the water (and, likewise, their.ikMountain Dwarves (MD)Mountain Dwarves are stout and hardy folk, adept at fighting with axesand blugeoning weapons, though lacking the dexterity to excel at otherforms of combat. Their reserves of magic are somewhat poor, though theystill make passable spellcasters, and their connection with the blood of.iOthe earth gives them a particular talent at fire and earth magics. Their.iQ 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 or attack it encounters. Simple species ============== Species categorised as *Simple* work straightforwardly for players who have less experience with Crawl's game mechanics. While many do have quirks, .iQthese quirks tend to be passive traits that simplify gameplay, rather than challenges that a player has to consciously work around. While all of these .i"R~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 of these species allow the player to set aside many aspects of the game while still developing a strong character. .iTRMountain Dwarves (MD)ountain Dwarves are stout and hardy folk, adept at fighting with axesnd blugeoning weapons, though lacking the dexterity to excel at otherforms of combat. Their reserves of magic are somewhat poor, though they.iV 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,weakness, or constraints against using certain types ofequipment; move normally; and gain experience and willpower at a"typical" rate. However, you will see that they are categorisedas an *Intermediate* species -- because they are decent, but not.icP ZNext to each species name, in parentheses, is the canonical abbreviation for the species. Note: Use 'A' to check for which particular peculiarities a species mighthave. Also, some species have special abilities which can beaccessed by the 'a' abilities menu. Some also have physical.i6shouldn't take them to be limiting! The order within categories is also, roughly, determined by our best judgment about the relative ease of learning to play each species. .ia1.LIST OF CHARACTER SPECIES ------------------------------------------------------------------------ Species are categorised, roughly, by how difficult and complex they are to learn how to play, into three categories: *Simple*, *Intermediate*, and *Advanced*. These categories do not necessarily align with difficulty for an experienced Crawl player, but rather are intended as an indication of to what degree a species has unusual or complex mechanics, or requires deeper/wider knowledge of how the game works. (For example, Djinn have one of the higher win rates of all species, but are classified as "Intermediate" because their no-mp/no-books mechanic takes some adapting to, and has non-trivial interactions with background and god choice.) Despite being the outcome of a discussion among many players, these categorizations definitely have a subjective element to them, and you shouldn't take them to be limiting! The order within categories is also, roughly, determined by our best .iSjudgment about the relative ease of learning to play each species. Next to each species name, in parentheses, is the canonical abbreviation for the species. Note: Use 'A' to check for which particular peculiarities a species mighthave. Also, some species have special abilities which can be.ii? o------------------------------------------------------------------------ .i _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 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. ######################################## .iw `Appendices ######################################## ------------------------------------------------------------------------ 1.LIST OF CHARACTER SPECIES ------------------------------------------------------------------------ Species are categorised, roughly, by how difficult and complex they are to.i" Related to, but encompassing, species, background, god are fundamentallydifferent playing styles like melee oriented fighter, stabber, etc.Deciding on whether (and when!) to make a transition of style can make or.ir   great impact on play. To us, balance does not mean that all combinationsof background and species play equally well! Some are much morechallenging than others, and this is fine with us. Each species has atleast some backgrounds playing rather well, though. Dungeon layout  Even veteran players may find the Tomb or the Hells exciting (which aredesigned 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. .i Many different speciesThis is partly due to the skills and aptitude system. Similarly importantare the built-in starting bonuses/handicaps of species; these often have.i 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: Diversitywhenever there are choices to the player, be that choice of species, god,eapon or spell, the various options should be genuinely different. It isno good to provide dozens of weapons with different names (and perhaps.iH even numbers) if, in the end, they all play the same. Many different speciesThis is partly due to the skills and aptitude system. Similarly importantare the built-in starting bonuses/handicaps of species; these often havereat impact on play. To us, balance does not mean that all combinationsof background and species play equally well! Some are much more  challenging than others, and this is fine with us. Each species has atleast some backgrounds playing rather well, though. .iPSconsistent 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 .iPKexample is player vs. monster behaviour: while we try to make these.ik$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.iagain. 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.i' 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 isno 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 combinatio.iHns  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 layoutEven veteran players may find the Tomb or the Hells exciting (which are .i  designed such that life endangering situations can always pop up). These  and other branches may or may not fit a given character's buildup. By theway, we strongly believe that games are pointless if you can reach the  invincible state. .iadReligionThis addresses new players, as getting to the Temple and choosing a godbecomes the first major task of most games. But religion is also a pointin favour of replayability for experienced players, since the choice ofgod can matter as much as species does. Playing stylesRelated to, but encompassing, species, background, god are fundamentallydifferent playing styles like melee oriented fighter, stabber, etc..iE { Playing stylesRelated to, but encompassing, species, background, god are fundamentallydifferent playing styles like melee oriented fighter, stabber, etc.Deciding on whether (and when!) to make a transition of style can make orbreak 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, .iP 3they 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 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 ######################################## .i!h------------------------------------------------------------------------ 1.LIST OF CHARACTER SPECIES ------------------------------------------------------------------------ Species are categorised, roughly, by how difficult and complex they are to learn how to play, into three categories: *Simple*, *Intermediate*, and *Advanced*. These categories do not necessarily align with difficulty for.i.Ian experienced Crawl player, but rather are intended as an indication of to what degree a species has unusual or complex mechanics, or requires deeper/wider knowledge of how the game works. (For example, Djinn have one of the higher win rates of all species, but are classified as.iB "Intermediate" because their no-mp/no-books mechanic takes some adapting to, and has non-trivial interactions with background and god choice.).ikDespite being the outcome of a discussion among many players, these categorizations definitely have a subjective element to them, and you shouldn't take them to be limiting! The order within categories is also, roughly, determined by our best judgment about the relative ease of learning to play each species..i^Next to each species name, in parentheses, is the canonical abbreviation for the species. .i\".i+Note: Use 'A' to check for which particular peculiarities a species mighthave. Also, some species have special abilities which can beaccessed by the 'a' abilities menu. Some also have physicalcharacteristics 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,weakness, or constraints against using certain types of.iequipment; move normally; and gain experience and willpower at a"typical" rate. However, you will see that they are categorisedas an *Intermediate* species -- because they are decent, but not.i) Cexcellent, at nearly everything, a Human may need to make use ofall sorts of game mechanics depending on what they find in thedungeon, and know how to defend itself against any type of damageor attack it encounters. Simple species ============== .i) Species 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.i challenges 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 of these species allow the player to set aside many aspects of the game.igRwhile still developing a strong character. .i=Mountain Dwarves (MD) .i+G T Mountain Dwarves are stout and hardy folk, adept at fighting with axesand blugeoning weapons, though lacking the dexterity to excel at otherforms of combat. Their reserves of magic are somewhat poor, though theystill make passable spellcasters, and their connection with the blood of.i  the earth gives them a particular talent at fire and earth magics. Theirspell success is significantly less encumbered by armour than other.ivv  species.They are superlative artisans and smiths, employed in ancient times byeven the gods themselves, and this spiritual history makes them.i| .i ' exceptional at invoking divine aid. They can even use enchantment scrollsto improve artefacts that would be beyond the understanding of any otherspecies. Minotaurs (Mi)The Minotaurs are a species of hybrids, possessing Human bodies with.i1' bovine heads. They delve into the Dungeon because of their instinctivelove of twisting passageways.Minotaurs are extremely good at all forms of physical combat, but are.i.i awful at using any type of magic. They can wear all armour except forsome headgear. When in close combat, Minotaurs are able to reflexively.i  headbutt those who dare attack them. Merfolk (Mf)The Merfolk are a hybrid species of half-Human, half-fish that typicallylive in the oceans and rivers, seldom venturing toward land. However,Merfolk aren't as limited on land as some myths suggest; their tails willquickly reform into legs once they leave the water (and, likewise, theirlegs will quickly reform into a tail should they ever enter water). They.i $ .i tend to be surprisingly nimble on land as well as in the water. Expertsat swimming, they need not fear drowning and move very quickly throughwater..iI$ .ixhThe Merfolk have developed their martial arts strongly on thrusting andgrappling, 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.i&  mystical 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 some.i of that affinity still remains. Most other magic seems foreign to them. Gargoyles (Gr)A cross between ordinary stone gargoyles and living beings, Gargoyles arehideous humanoids with an affinity to rock. They have low health, butlarge amounts of innate armour which increases further as they gainlevels. They eventually gain the ability to fly..i~ Gargoyles' partially living form grants them immunity to poison, as wellas resistance to electricity, and protection from some effects ofnecromancy. Their natural armour makes them strong melee fighters, and.iS they are naturally skilled with blunt weapons and in unarmed combat. Theycan also be exceptional earth-based conjurers. Draconians (Dr)Draconians are Human-dragon hybrids: humanoid in form and approximatelyHuman-sized, with wings, tails and scaly skins. Draconians start out in.iM J an immature form with brown scales, but as they grow in power they takeon a variety of colours. This happens at an early stage in their career,and the colour is determined by chromosomes, not by behaviour.Most types of Draconians have breath weapons or special resistances..ii  Draconians cannot wear body armour and advance very slowly in levels, butare reasonably good at all skills other than missile weapons, and theydevelop natural physical defences that compensate for the lack of bodyarmour, without needing to train their Armour skill at all. Still, eachcolour has its own strengths and some have complementary weaknesses,which sometimes requires a bit of flexibility on the part of the player.They are good general-purpose spellcasters, and typically theirspellcasting aptitudes will adapt slightly when they gain a colour..iL WDraconian colours are detailed below, in the subsection titled"Draconian types"..i Trolls (Tr)Trolls are monstrous creatures with powerful claws. They have thick,knobbly skins of any colour from putrid green to mucky brown, which arecovered in patches of thick fur.They are incredibly strong, and regenerate rapidly from even the mostterrible wounds. However, they are hopeless at spellcasting and learn.i `most skills very slowly. Their large size prevents them from wearing mostforms of armour..i Deep Elves (DE)The Deep Elves are a species of Elves who long ago fled the overworld tolive in darkness underground. There, they developed their mental powers,evolving a natural gift for all forms of magic, and adapted physicallyto their new environment, becoming weaker and losing all colouration.They are poor at melee combat and physical defence, although they arecapable at using bows and other ranged weapons..i Armataurs (At)The Armataurs are a large, scaled mammalian species, walking on four feet.i$ and swinging a powerful tail behind them. Their elephant-back armiesterrorise the lands outside the Dungeon. .io .i  Armataurs instinctively roll when moving toward foes, getting a free moveand regenerating magic. They have great aptitudes with armour and.i shields, 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. .i2 zGnolls (Gn)Gnolls are a species of caniform humanoids originally hailing from the.i= arid 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 incredible.i.i> proficiency 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..iKIn order to survive with this limitation, Gnolls use their universal.iknowledge to take advantage of every resource they find in the Dungeon.They also have a knack for finding items, allowing them to easily locate.i%the Dungeon's hidden treasures. .iDPIntermediate Species ====================.iSpecies classified as *Intermediate* require a broader understanding of the mechanics of Crawl, have some weakness(es) that must be actively .iicompensated for, and/or add a relatively complex mechanic (or change in mechanic) to gameplay. .iU " Humans (Hu).i3 Humans are natural explorers. As they uncover new spaces in the dungeon,they are refreshed and invigorated, rapidly healing and recovering magic.They are also the most versatile of all species - having balancedaptitudes for all skills lets them adapt to use whatever they find. Kobolds (Ko)Kobolds are small, mysterious creatures of unknown origin. They are wellsuited to lurking in the darkness of the Dungeon, and have a reducedrange of vision which also reduces the range at which they can be seen byenemies.They are competent in combat, especially with short blades, maces or.ȉ { ranged weapons, and are comfortable with all forms of magic. They arealso very adept at using magical devices. Their small size makes themunable to wield large weapons, but they are agile and stealthy, andadvance in levels slightly more quickly than Humans. Demonspawn (Ds)Demonspawn are horrible half-mortal, half-infernal creatures. Demonspawncan be created in any number of ways: magical experiments, breeding,unholy pacts, etc. Although many Demonspawn may initially beindistinguishable from those of pure mortal stock, they will inevitably.i}ZIindistinguishable from those of pure mortal stock, they will inevitably  grow 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 slightlyslower 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. .i3[>Djinn (Dj)Djinn are beings of smokeless fire. They enter the world spontaneouslyand 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 onend 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 have.i7 a 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. .i?Spriggans (Sp)Spriggans are small magical creatures distantly related to Elves. Theylove to frolic and cast mischievous spells..iHOm They are poor fighters and have little physical resilience, but they move.ip grow horns, scales or other unusual features. Powerful members of thisclass of beings also develop a range of unholy abilities, which are.iplisted as mutations.Demonspawn advance slowly in experience and learn most skills slightlyslower than Humans, although they are talented at some forms of magic..ipThey learn Invocations especially quickly, although the good gods willnot accept their worship due to their unholy nature..i i can be created in any number of ways: magical experiments, breeding,.i+unholy pacts, etc. Although many Demonspawn may initially beindistinguishable from those of pure mortal stock, they will inevitably.iQ  They are competent in combat, especially with short blades, maces orranged weapons, and are comfortable with all forms of magic. They arealso very adept at using magical devices. Their small size makes themunable to wield large weapons, but they are agile and stealthy, andadvance in levels slightly more quickly than Humans. .i dDemonspawn (Ds)Demonspawn are horrible half-mortal, half-infernal creatures. Demonspawn.imL p aptitudes for all skills lets them adapt to use whatever they find. Kobolds (Ko)Kobolds are small, mysterious creatures of unknown origin. They are wellsuited to lurking in the darkness of the Dungeon, and have a reducedrange of vision which also reduces the range at which they can be seen byenemies..i  Demonspawn (Ds)  Demonspawn are horrible half-mortal, half-infernal creatures. Demonspawncan be created in any number of ways: magical experiments, breeding,unholy pacts, etc. Although many Demonspawn may initially be.iK indistinguishable 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.  .i~ Demonspawn advance slowly in experience and learn most skills slightlyslower than Humans, although they are talented at some forms of magic.They learn Invocations especially quickly, although the good gods will.i Vnot accept their worship due to their unholy nature. Djinn (Dj).iî Djinn are beings of smokeless fire. They enter the world spontaneouslyand without explanation, born with a tireless hunger for knowledge and.i; Kadventure. 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. .i\K r As elemental beings, Djinn are immune to poison and highly resistant to.iK fire, 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 means.iK Bthat they cannot choose to train magic skills independently. .im 7Spriggans (Sp).in `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,.i t necromancy and elemental spells. On the other hand, they are excellent at.i% Jother forms of magic and at evoking magical items. Their size makes themunable to wear most armour. They cannot wield large weapons, and evenmost smaller weapons require both hands to be wielded by a Spriggan. Revenants (Re)Revenants are skeletal undead, created when an individual dies to violent.iK magic without being mourned or remembered. They rise with fragmentaryrecollections of their former life and an all-consuming hunger to claw.i8 9 back that existence which the world forgot.So powerful is this drive which animates them that they can actually ripthe very existence from others, tearing fragments of souls and memoriesand even the fundamental essence of inanimate objects and turning them.it $ .i into fuel for the unholy fire that forever flickers upon their form.Their nature makes them uniquely skilled at wielding destructive magic;.i2 while their reserves of magical energy are poor and their aptitudesunremarkable (aside from an affinity for ice, earth, and necromantic.i2S magic), they can channel damage-dealing spells through their claws,allowing them to perform melee attacks at the same time as they castspells. They can even burn away the memories they have collected tobriefly empower their magic and allow them to cast unhindered by armour..i}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-like.i>% .iOni are large, rowdy creatures who love a good fight. They are.ie .ifb exceptionally strong and robust, and their fondness for drink allows them.i$ .i<to heal twice as much from healing potions and even perform free meleeswings around themselves while they chug them..iwThey are proficient with most melee weapons and forms of magic, but lackthe dexterity or inclination to use ranged weapons or magical deviceswell. They are, however, good at throwing things, in particular large.iV  rocks.Their large size prevents them from wearing most forms of armour, and arepoor at dodging, relying on their enormous bulk to survive battlesinstead..i XBarachim (Ba)Barachim are an amphibious humanoid species, spawned at the dawn of timeas servants for the gods. Inevitably, they rebelled and fled into themortal world; but even uncounted years later, the darkness still flees attheir approach, remembering those who they once served..iL Barachim's most remarkable trait is their grossly overmuscled legs, whichallow them to leap great distances. When not leaping, they are somewhatslow-moving, and the long sight-lines that their heritage creates can bea major disadvantage, but they can master almost any skill..ic;Advanced Species ================ *Advanced* species have some substantial weaknesses, and/or add multiple complex new mechanics to gameplay. This category includes several species.i )that experienced players may not find difficult per se, but that may require quite a bit of experience to adapt to. It also includes species that are just plain difficult, such as Mummies. Coglins (Co)Unlike most of their goblin kin, Coglins augment their tiny frames withcharm-wrought steel. Their exoskeletons, capable of wielding weaponsindependently in each arm, are begun with hand-me-downs from theirsprawling families. By the time they come of age, they are inseparable.i3z Z  from their creations, and experienced individuals often further.iH? instead. Barachim (Ba).i IMBarachim are an amphibious humanoid species, spawned at the dawn of time.i Their large size prevents them from wearing most forms of armour, and arepoor at dodging, relying on their enormous bulk to survive battles .ijCoglins (Co)Unlike most of their goblin kin, Coglins augment their tiny frames withcharm-wrought steel. Their exoskeletons, capable of wielding weapons.ikBindependently in each arm, are begun with hand-me-downs from their.isprawling families. By the time they come of age, they are inseparablefrom their creations, and experienced individuals often further.ivcustomise themselves with uniquely powerful additions.Haphazard and jerry-rigged, Coglin exoskeletons lack the flexibility of.i] natural bodies. Though their arms can fly in a whir of destruction, ittakes quite a bit of swinging to rev them up to that speed. Further,.iНwith their bodies swallowed in the controls of their machine, theycannot wear jewelry - the interference of multiple magical fields wouldbe catastrophic! .iD?[ Even so, a true Coglin would never criticise their creation. They.i#believe that spirits of steel and sandalwood come to rest within everything that draws blood, slowly and carefully re-attuning theirexoskeletons to those spirits whenever they wield or remove weapons.Never scorn the spirits! Vine Stalkers (VS)Limber in shape, Vine Stalkers are anthropomorphic masses of thick vines..i4= They possess a once-humanoid core, parasitised moments before death bythe magical vines. Lacking any other discernible features, their facesare dominated by the disproportionate, vicious maw with which theydisrupt and devour the magical energies of their foes..i Magic courses freely through their bodies, and any damage they take issplit between their health and magical reserves. They also physicallyregenerate at an alarming rate. However, these traits come at a price:the dual nature of their bodies makes them extremely frail, and theycannot benefit from potions to heal their wounds. .i) Z Living examples of adaptation, Vine Stalkers level up quickly and lendwell to an all-out offensive style; trusting their stealth to choosetheir prey and then their regenerating capabilities to power through thewounds they may sustain in battle. Many members of the species, however,.iÛ are seen wielding magic quite competently and then switching to a hybridstyle when their reserves start to run low, thus replenishing theirshroud of magic and their spells' fuel with each voracious bite. Poltergeists (Po).iN9.iU Poltergeists are undead spirits who delight in causing trouble for theliving. Completely incorporeal, they interact with the physical world bypossessing small objects and making them fly through the air. They canuse this to fight with weapons as well as the living do, as well as gain.i9. the protective benefits of many different hats, boots, gloves, and cloaksat once, though body armour is too large for them to manipulate in thisfashion. At higher levels of experience, they can even control thesepossessed objects at a distance from time to time, harassing their foeswith a barrage of unruly armour. .iWa Their superlative aptitude for both stealth and hexes make them powerful.i T enchanters, and they are adequate at most other forms of magic, thoughthey struggle with conjurations. They are adept with short blades, if alittle below average with heavier weapons, and their lack of a physicalbody makes them terrible at unarmed combat. The same power they used to.iQ  possess objects makes them natural experts at throwing.*.i( Finally, their nature as spirits of bad luck also grants them temporaryAC whenever they inflict maladies upon their enemies. *.i(VDemigods (Dg)Demigods are mortals with some divine or angelic ancestry, however*.i distant. Demigods look more or less like members of their mortal part'sspecies, but they are extremely robust and can draw on great supplies ofmagical energy. They are able to sculpt their attributes to a far greater*.iextent than any other species, gaining substantial boosts to their choiceof Strength, Intelligence or Dexterity as they gain experience. On theA.i? downside, 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)The Formicids are a species of humanoid ants. Just like their tiny insectA.i ancestors, 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 ofA.i:thousands of years old. B.in* 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 haveB.i immense 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 havefour arms, allows Formicid warriors to equip both a shield and atwo-handed weapon at the same time.  Formicids make good earth mages and alchemists, but are quite capable atboth melee and ranged combat too. They are naturally bad at air magic andconjurations. Nagas (Na)Nagas are a hybrid species: Human from the waist up with a large snaketail instead of legs.They are reasonably good at most things and advance in experience levelsat the same rate as Humans. They are naturally resistant to poisons, canB.i C.iO see invisible creatures, and have tough skin, but their tails arerelatively slow and cannot move them around as quickly as can othercreatures' legs (this only affects their movement rate; all other actionsare at normal speed). Like Armataurs, their body shape also prevents themC.i E from gaining full protection from body armour. A Naga's biggest forte isstealth: Nagas are very good at moving unnoticed. Their tails eventuallygrow strong enough to constrict their foes in combat.Nagas can spit poison; the accuracy and damage of this poison increasesC.i K with the Naga's experience level. D.ibOctopodes (Op)These land-capable relatives of common octopuses can move about as fastas Humans and yet retain the ability to swim underwater, although theirdual adaptation is not as good as that of the shapechanging Merfolk.Octopodes have eight tentacle-shaped legs, and need four of them to move.While a tentacle lacks fingers, two tentacles are a rough equivalent of aD.i  Human's arm where item manipulation is concerned - including wieldingtwo-handed weapons with four. They can use no armour other than loosehats, but can handle shields just fine. Another peculiarity they have isthe ability to wear eight rings, one on each tentacle.Their natural camouflage makes them excel at stealth, and they have goodknowledge of alchemy as well. They are also able to use their tentaclesto constrict enemies - potentially several at a time! K.i Felids (Fe)Felids are a breed of cats that have been granted sentience. Originallythey were witches' familiars that were magically augmented to providehelp for their masters' rituals, yet many have abandoned, outlived, or,L.io1( in at least one case, eviscerated their former masters and gone out intothe world.While fully capable of using speech and most forms of magic, Felids areat a serious disadvantage due to their inability to use armour orweapons. L.i U Their agility and stealth are legendary, as is their ability to get tohard to reach places. Felids advance in levels very slowly. They areskilled with many forms of magic, though less so with raw elementalmagic.Felids start with an extra life, and gain more as they increase inL.il levels. Upon death, they will be resurrected in a safe place. Mummies (Mu)These are undead creatures who travel into the depths in search ofrevenge, redemption, or just because they want to.Mummies progress slowly in levels, half again as slowly as Humans in allskills except fighting, spellcasting and necromancy. The sacred embalmingrituals that brought them into unlife also grant them a specialM.ia  connection with the divine, and as they increase in levels, they becomeM.iʂo increasingly in touch with the powers of death. However, their desiccatedbodies are highly flammable. They also cannot drink.Like other undead, mummies are naturally immune to poisons, negativeenergy and torment; have little warmth left to be affected by cold; andare not susceptible to mutations. M.i% Mummies progress slowly in levels, half again as slowly as Humans in allskills except fighting, spellcasting and necromancy. The sacred embalmingrituals that brought them into unlife also grant them a specialconnection with the divine, and as they increase in levels, they becomeincreasingly in touch with the powers of death. However, their desiccatedbodies are highly flammable. They also cannot drink.  Like other undead, mummies are naturally immune to poisons, negativeenergy and torment; have little warmth left to be affected by cold; and  are not susceptible to mutations. Draconian types ======================================== Red Draconiansfeel at home in fiery surroundings. They are bad with ice magic but veryproficientfire. They can breathe highly combustible embers whichcause a fiery explosion whenever they hits a foe. White Draconiansstem from frost-bitten lands, and are naturally resistant to frost. Theybeathe piercing cold which encases anything it kills in a solid block ofice. They are versed in ice magic, but bad at fire. M.i ' Green DraconiansO.i  are used to venomous surroundings and breathe clouds of mephitic vapours.They are especially good in the arts of alchemy and without deficienciesin other magic realms. Later on, they will develop a poisonous stinger. O.i ( Yellow DraconiansP.i6in other magic realms. Later on, they will develop a poisonous stinger. Yellow Draconianshave a sulphurous breath full of corrosive acid, and are naturally acidresistant. Their knowledge of corrosion makes them especially good in the  maintenance of Forgecraft machinery. Later on, they gain an acidic bite  attack. Grey Draconianscan breathe torrents of mud which impede the movement and attacks ofnon-flying enemies. They are proficient with earth magic but bad with airmagic. Later on, iron fuses onto their scales to make them hardier thanother Draconians. Black DraconiansP.iڱ)can 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 combined  with their natural skill with air magic. Purple Draconiansare highly adapted to all spellcasting in general, and to hexes inparticular. They are a bit better at evoking things than most other  Draconians. They can breathe dispelling energy which strips those it hitsP.iOwings will eventually grow larger, which allows them to fly when combinedwith their natural skill with air magic. P.i[OPurple Draconiansare highly adapted to all spellcasting in general, and to hexes inparticular. They are a bit better at evoking things than most otherP.i|ODraconians. They can breathe dispelling energy which strips those it hitsof enchantments and impairs their spellcasting. They are stronger-willed P.iO than other draconians, and later on, they gain resistance to bothexternal mana draining and to enchantment stripping. P.iO!Pale DraconiansP.iOare better at air and fire magic, and have no deficiencies in otherschools. They breathe sight-obscuring steam and, like their Purple P.iP? cousins, have a slight advantage at Evocations. P.i2P]------------------------------------------------------------------------ 2.P.iSPtLIST OF CHARACTER BACKGROUNDS ------------------------------------------------------------------------ P.iqPIn 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 P.iPdefinitely easier than others, at least to begin with. The best backgrounds for a beginner are probably Gladiators and Berserkers; if you really wantQ.iWto play a magician, try a Conjurer or a Hedge Wizard. However, not all species are equally well suited for all backgrounds. After you have selected a species, the background selection menu will show backgrounds generally considered to be more accessible for a species in a brighter colour.Q.i 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 species-background combinations start with a Q.iO .different inventory than described here. R.i;Warrior backgrounds R.i4=================== R.i˺sWarriors are experienced at using physical weapons and defending themselves.g.iJFightersFighters usually start with a good weapon of their choice, a suit ofmedium armour, a shield, and a potion of might.g.i"  g.i# GladiatorsThe Gladiator has been trained to fight in the ring. They start with agood weapon of their choice, light armour, headgear and some throwingweapons and nets. Monksg.i  Monks have a head start with the divine. They start with only a simpleweapon of their choice, a potion of divine ambrosia, a robe, and an orbof light to guide them. However, when they worship a god for the firsttime, their spiritual training gives them a piety boost. HuntersThe Hunter is a type of fighter who specialises in missile weapons. AHunter starts with a shortbow, a scroll of butterflies, and a set ofleathers. h.iEBrigandsA Brigand is a shady character who is especially good at killing, usingh.i1Fdaggers or darts. They start with a dagger, a robe and cloak, poisoneddarts, and a few deadly and rare curare darts. Zealot backgrounds ================== h.iZealots start the game already worshipping a god. BerserkersBerserkers are hardy warriors who worship Trog the Wrathful, from whomthey 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. Theyenter the Dungeon with a weapon of their choice, and dressed in animalskins.i.i ================== Zealots start the game already worshipping a god. BerserkersBerserkers are hardy warriors who worship Trog the Wrathful, from whomthey get the power to go berserk (as well as a number of other powers,should they prove worthy), but who forbids the use of spell magic. They  enter the Dungeon with a weapon of their choice, and dressed in animalskins. Chaos KnightsThe Chaos Knight is a plaything of Xom, subject to the god's constantly  changing moods. Xom is a very unpredictable (and possibly psychotic)  entity who rewards or punishes according to whim. They begin with alightly enchanted leather armour, a simple weapon of their choice, and a  scroll of butterflies. Cinder AcolytesCinder Acolytes serve Ignis, the Dying Flame, who grants them incrediblepower over fire... but there is only so much fire left to draw on, andonce it burns out, acolytes may need to abandon Ignis. They start with arobe, a choice of flaming weapons, and the spell Scorch. i.ip Adventurer backgrounds ====================== Adventurers have varied and idiosyncratic skills that they have picked up in their travels. ArtificersArtificers have built, bought or burgled an assortment of magic wands toj.i) Welcome, qsantn the Human. Please select your background. WarriorAdventurerMage a - Fighter i - Artificerq - Hedge Wizard b - Gladiator j - Shapeshifter r - Conjurer c - Monkj.iCk - Wanderer s - Summoner d - Hunterl - Delvert - Necromancer e - BrigandWarrior-mage u - Forgewright Zealotm - Warperv - Fire Elementalist f - Berserkern - Hexslingerj.i|w - Ice Elementalist g - Cinder Acolyteo - Enchanterx - Air Elementalist h - Chaos Knight p - Reavery - Earth Elementalist z - Alchemist j.i^Opens the help screen. j.i+ - Recommended background * - Random background # - Recommended characterj.i  ! - Random character % - List aptitudesSpace - Change species j.iC 7? - Helpp.iKp.if4 p.i > qsantn the CallerHumanHealth: 13/13 ========================Magic: 3/3========================AC: 2Str: 8EV: 11Int: 15SH: 0Dex: 13XL:  1 Next:  0% Place: Dungeon:1Noise: ---------  Time: 0.0 (0.0)-) Nothing wieldedCast: Summon Small Mammalp.iA ###########..@.....##.....#....#.....# ..........p.iA ..#..#..#..#..... ..#....###### ### ###p.iI p.iK Welcome, qsantn the Human Summoner.Below lies the Orb of Zot, rumoured to be powerful enough to resurrect a god...p.i:O p.i Press ? for a list of commands and other information.p.i p.i [ _Found a staircase leading out of the dungeon..iW.iW.i$\.i^.i? M ###########..<.....#..@..#.... ............ ..#.#...##.i .il 21.0 (1 _.i .i .in h ###########..<.....##.....#.... ...................#..#..#..#..###.is .i &2.i .i .iN ###########..<.....##.....#.....#....#........@.......#..#..#..##..... ..#....##.i.iK&3.i1.i&y R ########## #..<.....## #.....#.....#..#.....#..#...#..#..#..#..#.....#..#.....iy  ########## ###.i .i &4.i .iz .iWg## ##########.. #..<.....# #. #.....#....#..#..#.....#..#..?.....#..#..#..#.#..#.....#..#....# ########## ###.i].iO^&5.ic.ike_ _Found a scroll labelled NAGHUA SYQEKEL..ig ############### ....#..<.....# #..#.....#.....#..#..#.....#..#...?.....#..#..#..#..#..#.....#..#.... ## ########## ###.i4.iu&6.i.ib.i#v ############### ....#..<.....## #..#.....#.....#..#..#.....#..#...i3$G#.?.....#..#..#..#.#.#..#.....#..#.... ## ########## ###.i,.i,&7.iH1.i3.id ################ ....#..<.....# #. #..#.....#.....#..#..#.....#..#...i?.#.?.....#..#..#..#. #.#..#.....#..#.... ############# ###.i .iR &8.iF.i.iR######## #.....#..<.....#. #..#..#.....#.....#..#..#.....#..#..#.#.?.....#..#..#..#. #.#..#.....#..#....# ############# ###.i>.i&9.iu.i.iV  #######. #.....#..<.....#.. #..#..#.....#.....#..#..#.....#..#...#.#.?.....#..#..#..#. #.#..#.....#..#.... # ############# ###.i] .iH^ /10.0 (1.0).ib .id .ii |. ######.. #.....#..<.....#.# #..#..#.....#.....#..#..#.....#..#..#.#.#.?.....#..#..#..#. #.#..#.....#..#.... ############### ###.i\ .i, &1.io .i` .iߍ..B.. #########. #.#.....#..<.....##....#.#..#..#.....#....#......#..#..#.....#..#.#.#.#.#.?.....#..#..#..#. #.#..#.....#..#.... ############### ###.iKcB   giant cockroach (asleep).i.i&2.i.ijZ _A giant cockroach comes into view..i_q..#..#.#.B..#.... ##########.....#.#.....#..<.....# #....#.#..#..#.....# #......#..#..#.....#..# # ##.#.#.?.....#..#..#..## #.#..#.....#..# ############### .iw.iMx&3.ig~.i.i&..#.##.B......##################.i.#.#.....#..<..... ##..#..#.....#.....#..#..##................##.#.#@?.....#..#..#..# # #.#..#.... ############### ## .i1 .i .i&4.i.i.iE..#. ..#.# #.B.. #.....######### #.....#.#.....#..<.....# .iXFK#....#.#..#..#.....#.#......#..#..#.....#..#.#.##.#.#.@.....#..#..#..#.# #.#..#.....#..#.############### #.iZO.iO&5.ivU.iY _You see here a scroll labelled NAGHUA SYQEKEL..ii..#. ..#.# #.B.. #.....######## #.....#.#.....#..<.....# #....#.#..#..#.....#.... #......#..#..#.....#..#. #. ##.#.#.?@....#..#..#..#. # #.#..#.....#..#.... ############### ### .i.i -6 _.it.iA.iO! Z ..#. ..#.# #.B.. #.....######## #.....#.#.....#..<.....# #....#.#..#..#.....#.... #......#..#..#.....#..#. #. ##.#.#.@.....#..#..#..#. # #.#..#.....#..#.... ############### ###.iA( .i( &7.i. .i=2 _You see here a scroll labelled NAGHUA SYQEKEL..iR8.id _c - a scroll labelled NAGHUA SYQEKEL.iW .#. ..#.#B....##################.....#.#.....#..<.....# #.#..#..#..#..#..#.....#..##......i ..........##.#.#.......### #.#..#.....#..#....############### ###.i <9.i .i' .im < ..#. ..#.# #.B.. #.....######### #.....#.#.....#..<.....#.i  #....#.#..#..#.....# #......#..#..#.....#..# # ##.#.#.#..#..#..# # #.#..#.....#..# ############### .i .iN '20.i) .i .iG.#..#.## #.B... #.....####### #.....#.#.....#..<..... #....#.#..#..#.....# #......#..#..#.....#.. # ##.#.#.#..#..#.. #.#.#..#.....#..#..######### .............#####.i .i&1.i4.iD.iBlBInventory: 3/52 slots Armour (go to first with [)  a - a +0 robe (worn) Scrolls (go to first with ?)  c - a scroll labelled NAGHUA SYQEKEL Potions (go to first with !)  b - a potion of magic.iY.ic.ifqsantn the Caller...#.Human...#.##Health: 13/13 ========================#.B...Magic: 3/3========================#.....################# AC: 2Str: 8#.....#.#.....#..<..... EV: 11Int: 15#....#.#..#..#.....#.. SH: 0Dex: 13#......#..#..#.....#.. XL:  1 Next:  0% Place: Dungeon:1#....@................ Noise: ---------  Time: 21.0 (0.0)##.#.#.......#..#..#.. -) Nothing wielded#[.i#hc40m.#.#..#.....#..#.. Cast: Summon Small Mammal..############### #.......B   giant cockroach (asleep)......##### _Found a staircase leading out of the dungeon. _Found a scroll labelled NAGHUA SYQEKEL. _A giant cockroach comes into view. _You see here a scroll labelled NAGHUA SYQEKEL. .i_You see here a scroll labelled NAGHUA SYQEKEL. _c - a scroll labelled NAGHUA SYQEKEL.i):] ...#. ...#.### #.B...# #.....### #.....#.#.....#..< #....#.#..#..#.....# #......#..#..#.....# # ##.#.#.#..#..#.. #.#.#..#.....#..#... ..#######... ...#.. ...... .....# .######2.0 (1.i>.i*@.ik 4.ip .is F _Unknown command..i6 ... ....#. ...#.##B...#################.....#.#.....#..<...#.#..#.#..#..#.....#............##.#.#.......# ...#.#.#..#.....#..#. .... ..###############......#.................######.i C3 _.i̜ .i .i\##  ....#. ...#.##B...#################.....#.#.....#..<...#.##..#..#.....#...................##.#.#.......# ...#.#.#..#.....#..#. .......###############........#..................i.i&4.im .i:.is## #.. ....#. ....#.##B...#################....#..<...##....#.#.#..#..#.....#....................i&##.#.#.......# ...#.#.#..#.....#..#. .......###############.......#..i .i&5.i.i## #... #..#. ....#.##B...################....#..<...##....#.#..#..#.....#...................##.#.#.......# ...#.#.#..#.....#..#. ..###############.ih.i &6.i..i]## #... #....#. ....#.##B..@################....#..<...##....##..#..#.....#.............##.#.#.......# ...#.#.#..#.....#..#..i-R ###############.i.i&7.i.i.i.i.it.i.i.i.i<.i̥.i.i(.is? .irC 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.B.Starting Screen ?: List of commandsC.Attributes and Stats ^: Quickstart Guide.iC D.Exploring the Dungeon :: Browse character notesE.Experience and Skills .iC $#: Browse character dumpF.Monsters ~: Macros helpG.Items .i.D I&: Options help.izD jH.Spellcasting %: Table of aptitudesI.Targeting /: Lookup descriptionJ..iD Religion Q: FAQK..iD Mutations V: Version informationL.Licence, Contact, History .iD !: Display diagnosticsM.Macros, Options, Performance Home: This screen.iME N.Philosophy1.List of Character Species2.List of Character Backgrounds.ixE 3.List of Skills4..iE List of Keys and Commands5.Inscriptions6.Dungeon sprint modes.i^V .ihMovement: Game Saving and Quitting: To move in a direction or to attack, S: Save game and exit use the numpad (try Numlock off andCtrl-S : Save and exit without query on) or vi keys:Ctrl-Q : Abandon the current character 7 8 9 y k u  and quit the game \|/\|/ 4-5-6.iih-.-lPlayer Character Information: /|\ /|\@ : display character status 1 2 3 b j nm : show skill screen % : character overview Rest: ^ : show religion screen . : wait a turn (also s, Del)A : show Abilities/mutations .ii5 : rest and long wait; stops when\ : show item knowledge  Health or Magic become full or.ijjM : show your spell library  something is detected. If Health } : show runes collected  and Magic are already full, stops [ : display worn armour  when 100 turns over (numpad-5)" : display worn .ijjjewellery$ : display gold in possession .ik.Extended Movement:.ikmE : display experience info o: auto-explore G: interlevel travelDungeon Interaction and Information: Ctrl-F : Find items.ik0O/C : Open/Close door Ctrl-W : set Waypoint</> : use staircase / Dir., Shift-Dir.: long walk;: examine occupied tile and.i  * Dir., Ctrl-Dir. : attack without movepickup part of a single stack.i}.i v  x: eXamine surroundings/targets.iP .iJ  Autofight:X: eXamine level map (X? for hel[?7lp[?7h.iH?  Tab.iǂ: attack nearest monster, Ctrl-X : list monsters, items, feature[?7ls[?7h.i| .iƆA moving if necessaryin view.iD .is .iShift-Tab, p : trigger quivered action; |: toggle view layers.i  if targeted, aims atCtrl-O : show dungeon Overview.i  nearest monsterCtrl-A : toggle auto-pickup.i,    Item types (and common commands)Inventory management:  ) : hand weapons (wield)i : show Inventory list  ( : missiles (Quiver, fire, )/( cycle) , : pick up items (also g)  [ : armour (Wear and Take off)(press twice for pick up menu).i  ? : scrolls (read)d : Drop an item.i .io  ! : potions (quaff)d#: Drop exact number of items.i.i $  = : rings (Put on and Remove)D : Drop the last item(s) you picked u[?7lp[?7h.i .i " : amulets (Put on and Remove).i  % : talismans (eVoke)Item Interaction:.i  / : wands (eVoke){ : inscribe item.iV  : : books (Memorise, zap, Zap,f : Fire the currently quivered action.i  pick up to add to library)F : select an item and Fire it.i?  | : staves (wield)Q : select action to be Quivered.iC  } : miscellaneous items (eVoke)] : swap between most recent quiver ac[?7lt[?7h.iVH  $ : gold ($ counts gold)q : Quaff a potion.i*L \  0 : the Orb of Zot.i[L Cr : Read a scroll.i .i  Carry it to the surface and win! w : Wield an item (- for none).i.ir  ' : wield item a, or switch to b.iY  Other Gameplay Actions:(use = to assign slots)  a : use special Ability (a! for help) v : attack with wielded item  z : cast spell, abort without targets V : eVoke wand and miscellaneous item  Z : cast spell, no matter whate/c : Equip or Unequip an item.i<  I : list all memorised spellsW/T : Wear or Take off armour.i@ .iq  M : Memorise a spell from your library P/R : Put on or Remove jewellery.i .i@  t : tell allies (tt to shout).iV <  ` : re-do previous commandAdditional help:  Ins: repeat next command # of timesMany commands have context sensitive.i .i?  help, among them X, x, f (or any form [?7lo[?7h.iA.iE  Non-Gameplay Commands / Infotargeting), Ctrl-F, and G..iW  F1: game menuYou can read descriptions of your.i[  Ctrl-P : show Previous messagescurrent spells (I), skills (m?) and.i]  Ctrl-R : Redraw screenabilities (a!)..im`   .i` TCtrl-C : Clear main and level maps.i .i .i=~M% : talismans (eVoke)Item Interaction:.i .i M" : amulets (Put on and Remove).i M= : rings (Put on and Remove).iѴ aD : Drop the last item(s) you picked up.iָ M! : potions (quaff)d#: Drop exact number of items.iҼ M? : scrolls (read)d : Drop an itemM[ : armour (Wear and Take off)(press twice for pick up menu)ve.iſ M( : missiles (Quiver, fire, )/( cycle) , : pick up items (also g).iAXfM) : hand weapons (wield)i : show Inventory listMItem types (and common commands)Inventory management:.i.i& #M.ix.iJMnearest monsterCtrl-A : toggle auto-pickup.i : use staircase.i MCtrl-F : Find itemsO/C : Open/Close door.if .iMG: interlevel travelDungeon Interaction and Information:.i.iRMhMo: auto-explore.ir.iMExtended Movement:E : display experience info.i% .izM$ : display gold in possession.iF} M when 100 turns over (numpad-5)" : display worn jewellery.ib M and Magic are already full, stops [ : display worn armour.i% -M something is detected. If Health } : show runes collectedM Health or Magic become full orM : show your spell library.iޣ M5 : rest and long wait; stops when\ : show item knowledge.i .i +M. : wait a turn (also s, Del)A : show Abilities/mutations.i$ .i4 MRest:^ : show religion screen.iM% : character overviewM1 2 3 b j nm : show skill screen.iM/|\/|\@ : display character status.iaM4-5-6h-.-lPlayer Character Information:.i= 7M\|/\|/.iB M7 8 9 y k uand quit the game.iH .iJMon) or vi keys:Ctrl-Q : Abandon the current character.i .iO"Muse the numpad (try Numlock off andCtrl-S : Save and exit without querys.itMTo move in a direction or to attack, S: Save game and exit.ixvMMovement:Game Saving and Quitting:.iX|,.ik.i.i.i  * Dir., Ctrl-Dir. : attack without movepickup part of a single stack.i02.i` v  x: eXamine surroundings/targets.i  Autofight:X: eXamine level map (X? for hel[?7lp[?7h.i  Tab: attack nearest monster, Ctrl-X : list monsters, items, feature[?7ls[?7h.i5 B  moving if necessaryin view.i.i  Shift-Tab, p : trigger quivered action; |: toggle view layers.i!.imH  if targeted, aims atCtrl-O : show dungeon Overview.iJ  nearest monsterCtrl-A : toggle auto-pickup.i    Item types (and common commands)Inventory management:.i  ) : hand weapons (wield)i : show Inventory list.i   ( : missiles (Quiver, fire, )/( cycle) , : pick up items (also g).ii7  [ : armour (Wear and Take off).i7(press twice for pick up menu).i; .i  ? : scrolls (read)d : Drop an item .i q .iW  ! : potions (quaff)d#: Drop exact number of items .i $  = : rings (Put on and Remove)D : Drop the last item(s) you picked u[?7lp[?7h .iY   " : amulets (Put on and Remove)  % : talismans (eVoke)Item Interaction: .i  / : wands (eVoke){ : inscribe item .iXKV  : : books (Memorise, zap, Zap,f : Fire the currently quivered action .iP .iq  pick up to add to library)F : select an item and Fire it .i! .i  | : staves (wield)Q : select action to be Quivered .ib .i  } : miscellaneous items (eVoke) .i c] : swap between most recent quiver ac[?7lt[?7h .iM5  $ : gold ($ counts gold)q : Quaff a potion .i 9  0 : the Orb of Zotr : Read a scroll .i<  Carry it to the surface and win! w : Wield an item (- for none) .i@r  ' : wield item a, or switch to b .iB  Other Gameplay Actions:(use = to assign slots).i  a : use special Ability (a! for help) v : attack with wielded item  z : cast spell, abort without targets V : eVoke wand and miscellaneous item.i  Z : cast spell, no matter whate/c : Equip or Unequip an item.i2.i .i .iV ?qsantn the CallerHumanHealth: 13/13 ========================Magic: 3/3========================## #.AC: 2Str: 8... #.EV: 11Int: 15....#.SH: 0Dex: 13....#.###XL:  1 Next:  0% Place: Dungeon:1#.B..@#Noise: ---------  Time: 27.0 (0.0)#.....################ -) Nothing wielded#.....#.#.....#..<.... Cast: Summon Small Mammal##....#.#..#..#.....#.#......#..#..#.....#.#.................... B   giant cockroach (asleep).iڝ ##.#.#.......#..#..#....#.#.#..#.....#..#........############### _Found a scroll labelled NAGHUA SYQEKEL. _A giant cockroach comes into view. _You see here a scroll labelled NAGHUA SYQEKEL. _You see here a scroll labelled NAGHUA SYQEKEL. _c - a scroll labelled NAGHUA SYQEKEL _Unknown command..i .iE .i .i  .iM& f#K#.#. ## #..... #.....#..#.### #.B.@.# #.....# .i& \ #.....#.#.....#..< ##....#.#..#..#.....# #......#..#..#.....# #...... ##.#.#.......#..#..# K   kobold (asleep) ...#.#.#..#.....#..#  .# .i%; A giant cockroach comes into view. _You see here a scroll labelled NAGHUA SYQEKEL. __c - a scroll labelled NAGHUA SYQEKEL _Unknown command.  A kobold comes into view. It is wielding a +0 dagger.8.0 (1 .i=  .iMA ; _Found a stone staircase leading down.%.igx#K #. #. ## #. .... #. .....#. .....#.### #.B..@# #.....###.....#.#.....#..<.##....#.#..#..#.....#.#......#..#..#.....#.#.......##.#.#.......#..#..#....#.#.#..#.....#..#. %.i~<9%.i%.i'.i  Casting: Summon Small Mammal (safe; 4% risk of failure)  Confirm with . or Enter, or press ? or * to list all spells.0.is& b, ally target)b   bat (summoned)0.i& \2--------=0.i{' 300.i- 0.i0 7 _A bat appears in a puff of smoke.2.iܧ#K.##.... #....#....#b###2.i1  #.B......@################.#.....#..<....##..#.....#2.i[ #..................#.#.#.2.i#..#..#...#.#.#..#..........###############2.iĨR.#2.i}2.i߬2.i2.iԭ2.ip..bBB2.ij.-12.iN2.iK _Your bat hits the giant cockroach but does no damage.3.i).## #.... #....#..#.### #..b...B.################.@#.#.....#..<....##..#.....# #...................#.#.#.......#..#..#...#.#.#..#..........############### ...3.i4*1.3.i/3.i/03.i6].b 3.i;7.=23.i> _Your bat hits the giant cockroach. The giant cockroach barely misses you.7.i;r## #..... #.......#.### #.....B.################b..#.#.....#..<....##..#..#.....# #......#..............#.#.#.......#..#..#...#.#.#..#..........############### ........#........#  Your bat closely misses the giant cockroach.The giant cockroach attacks as it pursues you!.B 7.ir&37.iw7.i`x] _The giant cockroach closely misses you.;.iql;.i3v .bYou closely miss the giant cockroach.Your bat barely misses the giant cockroach.The giant cockroach bites you.;.ivn2----------4;.i|;.i K _Your bat hits the giant cockroach but does no damage.<.ie ]M_Your bat hits the giant cockroach but does no damage.  You closely miss the giant cockroach.  Your bat closely misses the giant cockroach.Your bat completely misses the giant cockroach.<.iRm M.b<.iwn &5<.iu <.ix G _The giant cockroach bites you but does no damage.B.iIdB.idB.ifi  You barely miss the giant cockroach.B.iMm?b.B.im&6B.i5sB.i[vG _The giant cockroach bites you but does no damage.D.i 5  You barely miss the giant cockroach.Your bat barely misses the giant cockroach.D.i5 D.iH= D.i> U3==7D.iC D.i-G _The giant cockroach barely misses you. The giant cockroach closely misses you.F.i  You barely miss the giant cockroach.Your bat hits the giant cockroach but does no damage.F.i.b 1----8F.iF.iW _Your bat hits the giant cockroach. The giant cockroach bites you.H.i  You hit the giant cockroach but do no damage.The giant cockroach is moderately wounded.H.i Z  Your bat hits the giant cockroach but does no damage.H.i H.i/ 9H.i H.i G _The giant cockroach bites you but does no damage.J.i ##.........#.### #.....###############B#.#.....#..<....##..b.#.#..#..#.....# #...@..#.............#.#.#.......#..#..#...#.#.#..#..........###############........#.................# .#####J.i,J.i J.i Your bat hits the giant cockroach but does no damage.  The giant cockroach attacks as it pursues you!J.ieb..BJ.i'40J.i.J.i] _The giant cockroach closely misses you.L.ir  You hit the giant cockroach but do no damage.L.i  The giant cockroach is moderately wounded.Your bat hits the giant cockroach but does no damage.L.iL.iqa2==--1L.inL.i7G _The giant cockroach bites you but does no damage.M.i   You barely miss the giant cockroach.  The giant cockroach is moderately wounded. .bThe giant cockroach closely misses you. The giant cockroach barely misses you.3========2M.iM.ia _Your bat barely misses the giant cockroach.X.i## #. .... #. .....#. .....#.### #.....# #.....####.....#.#.....#..<.##..bB#.#..#..#.....#.#....@.#..#..#.....#.#.##.#.#.#..#..#....#.#.#..#.....#..#........######## #........# ......... ........# X.iX.iX.iX.ilX.iN1--3X.i]!X.i$W _Your bat hits the giant cockroach. The giant cockroach bites you.Y.iCJ.....### #.....################.#.....#..<.....##..bB#.#..#..#.....# #......#..#...............#.#.##..#..#...#.#.#..#..........############### #........#...............# .##### Y.iVE  Your bat hits the giant cockroach but does no damage.  The giant cockroach attacks as it pursues you!Y.iJ_b..BY.ihK^9/13 ------Y.iK4Y.iKQY.iT4 _The giant cockroach bites you.a.i'   You barely miss the giant cockroach. ..bThe giant cockroach is heavily wounded.The giant cockroach closely misses you.5a.io b _Your bat closely misses the giant cockroach.l.i-`  You hit the giant cockroach.  The giant cockroach is severely wounded.l.i|h .b Your bat barely misses the giant cockroach.The giant cockroach bites you but does no damage.l.iKb.Klly target).i9 L====8.i .io ( _The kobold shouts!.i|  #.#>.  #.#K.  #.#..  #####.#.#  #.....#.#  #.....#.#  #.....#b###  #..@..#  #.....##   #.....#.#.....#..<.   ##....#.#..#..#.   #......#..#..#.   #........   ##.#.#.......#..#.   ...#.#.#..#.....#.   .#.i},.iK~.i~.i\.Kb..ig^3==--9.i .iݏ.i} ####>. #.#K.#####.#b#....#.....#.# #.....#@### #############....#..<##....#.#..#..#................##.#.#.......# ...#.#.#..#.....#...i(E  Your bat hits the kobold but does no damage.  Your bat closely misses the kobold. The kobold closely misses your bat.========--70.i+..i1X _Your bat barely misses the kobold..i0 #####.#>. .K#####.#b#.i )#.....#.#....#.....#.### #..@..##############.#.....#..<..##..#... #..............iW J#.#.#.......#..#...#.#.#..#..........##############.i7  Your bat closely misses the kobold.Your bat hits the kobold but does no damage.1.i` _Your bat closely misses the kobold. The kobold misses your bat..i   Your bat hits the kobold. x2  Your bat hits the kobold but does no damage..i&2.i.iJ"@ _The kobold hits your bat with a +0 dagger..iL,.i  Your bat hits the kobold but does no damage.  The kobold hits your bat with a +0 dagger.  Your bat dies!.iHO§.i)C==3.i#.i$f _Your bat's corpse disappears in a puff of smoke!.if  Casting: Summon Small Mammal (safe; 4% risk of failure)  Confirm with . or Enter, or press ? or * to list all spells..iga.Kr(ally target)r   rat (summoned)2--------=4.i p7 _A rat appears in a puff of smoke..i5/#.#>. .#####.#K#.....#...#.....#.### #......i/#############r..#.#.....#..<..#..#..#... #..............#.#.#.......#..#...#.#.#..#..........##############.#.iv2.i)3.i8A.Kr.i89..i9.-5.i?.iF.i .#####.#.#.....#K#.....#.#..## #.....r.##############..#.#.....#..<..##..#... #......#.......#.#.#.......#..#...#.#.#..#..........##############...i .i .i \.Kr..iq @-6.i .ix .iq.i"?  Your rat bites the kobold..i.)r   rat (summoned).i.37.i.i˨F _The kobold dies!.i9 > #.#..####.#.....#.....#.# #.....#)##r..# #############....#..<##....#.##..#..#................##.#.#.......# ...#.#.#..#.....#.. ##############.i% ]--------8.i^, .i- .i ####> #.#..####..#.....#.# #.....#)###.i! r..##############....#..<##....#..#..#..#................##.#.#.......# ...#.#.#..#.....#.. ##############.i.ie9.i.iߕ& _You swap places..i   ####> #.#..######....#.....#.# #.....#@###...# r..##############....#..<##....#.#..#..#................##.#.#.......# ...#.#.#..#.....#...i .i ar.80.i .iU  Things that are here: _a +0 dagger; a kobold corpse.i.i1.iN.iY% _d - a +0 dagger.iI  ####>.. #.#..#### #.....#†####..r..# #.....##############....#..<##....#.#..#..#................##.#.#.......#.iK.iQ:r..i1S&2.iW.iZ.i7 .i= Inventory: 4/52 slots Hand Weapons (go to first with ))d - a +0 dagger Armour (go to first with [)  a - a +0 robe (worn) Scrolls (go to first with ?)  c - a scroll labelled NAGHUA SYQEKEL Potions (go to first with !)  b - a potion of magic.iKd - a +0 dagger. A double-edged fighting knife with a sharp point. Base accuracy: +6 Base damage: 4 Base attack delay: 1.0 This weapon's minimum attack delay (0.5) is reached at skill level 10.  Your skill: 0.0; use (s) to set 10.0 as a target for Short Blades.  At 100% training you would reach 10.0 in about 7.2 XLs. Damage rating: 4 (Base 4 x 107% (Dex) x 100% (Skill)). This weapon falls into the 'Short Blades' category. It is extremely good for stabbing helpless or unaware enemies. It is a one-handed weapon. It can be maximally enchanted to +9. You took it off a kobold on level 1 of the Dungeon. Stash search prefixes: {inventory} {Short Blades} {one-handed} {melee weapon} Menu/colouring prefixes: identified melee weapon _________________ “He drew his dagger, that was sae sharp,  That was sae sharp and meet, (w)ield, (d)rop, (=)adjust, (s)kill target, or (i)nscribe..i>.i.i qsantn the Caller  Human  ####Health: 13/13 ========================  #.#>..Magic: 2/3.iz================--------  #.#..AC: 2Str: 8  #.#..EV: 11Int: 15  #####.#.#SH: 0.ixDex: 13  #.....#.#.iXL:  1 Next: 30% Place: Dungeon:1  #.....#@#.iNoise: ---------  Time: 82.0 (0.0)  #.....#r###.i Pd) +0 dagger  .i)#.....#Cast: Summon Small Mammal  .iDC#.....##############  .i}#.....#.#.....#..<..  .i&##....#.#..#..#..... r   rat (summoned)  #......#..#..#.....  .if#..................  ##.#.#.......#..#...iYour rat bites the kobold. _The kobold dies! _You swap places.  .i Things that are here: _a +0 dagger; a kobold corpse _d - a +0 dagger.i4.i+5 (0.5.i.im. _d - a +0 dagger (weapon).iZ .iݳ .im .iD .iK .i .i\ .i n.ip .i .iq .iq .i< T3========.i} .i 4 _Magic restored..i 3.i .i q # .# #####.. #.#>... # .i #.#..##..### #.#.@.......6.5 (4.0 #####.#r###..##. #.....#.# # .i. #.....#.# #.....#†### .iT #.....# #.....###############.i~  #.....#.#.....#..< .i =##....#.#..#..#.....#.i .i' .i} .ip3.i.i6.i@.i>.i٬.i.iS##..#.# ..# #####..# #.#>.....# #.#..##..###.#..r8.5 (2#####.#.###..##..#.....#.# ..# #.....#.# ..##.....#†###...#.....######.....##.i۴#.....#.#.....#..<..##....#.#..#..#.....#...iƹ.iĻ.i+0.i0.iG1.i/4.ib5.i6.i:========.iB<,.i!=.ir>.i_@.i9A.ilA.i B.iWHy### #.. ###.# ...# #####..# #.#>.....# #.#..##..###### #.#....# 91.5 (3#####.#.###..##...# .iH#.....#.# #..# ..##.....#.# #..# .##.....#†###... ..#.....##### ###.....##.....#.#.....#..<.....###....#.#....#.....ifI.iFN.iP.iI.i3.i.iz.iӰ.iB.i ,.iɶ.i.i.iۻ.i.i.i.i.i.iU.i.i%.i,.i$.i.i.i/,.i.i.iT,.i.i$.i.ii.i?.i.iW.i.i$,.i.i.i.iC,.i.i1.iU.iJ.i.i.iW.i.i,.i).i.iJ.i.i2.i.i.i.i.i@.i.i.i.i.i.ir.i3.i>.i,.i.i.iB.ih.i l _Your rat disappears in a puff of smoke!.i 3.i.i.ij,.i.iv.i,.i&.i.i.,.i.i(!B.i# _c - 2 scrolls labelled NAGHUA SYQEKEL (gained 1).i%.i%.iR&.i<(.i),.i*.i+.iU-,.i ..i/.i(1,.i1.iQ3.i=4,.ii5.i7.i8,.i9.i:.i;,.ie<.i=.i>,.i'?.i)BB.iB.iC.i E,.iE.iH.iI.iJ.ilJ.i@L.i=M,.iM.i.O.iGP.iuP.iP.i4R.iS,.iS.iU.i>W,.iW.i7Y.iY,.ifZ.i\.iL].iq].i].i^.i_,.i_.i`.ia,.i!b.iUc.ic,.i2d.id.ie,.iCf.ig.ig,.iLh.i+i.ii,.iij.ik.im,.irm.iWn.iJo,.io.iq.iu #.....#†###............  #####.....#############  #.....#############   #.....#.#.....#..<.  .i|v ##....#.#..#..#....   #......#..#..#....   #.................   #######.#.#.......#..#.   #.....@.#.#.#..#.....#.   #.........#############   #.........#   #...........   #.........##..   ####.###### .j   gnoll (asleep)   #.   #j .iv- .i{1138.5 (47.0).i1|,9.5 (48.i΀.is _A gnoll comes into view. It is wielding a +0 flail..i|  Casting: Summon Small Mammal (safe; 4% risk of failure)  Confirm with . or Enter, or press ? or * to list all spells..ioCb, ally target)b   bat (summoned)2--------=40.5 (1.0).i:.i7 _A bat appears in a puff of smoke..iS ####.....############# #.....#.#.....#..<.#....#.#..#..#... #......#............#######.#.##..#.......#.#.#..#.....#############b ..........##..###.######  #. j..iT ,.iaU .i\ z.b-1.ib .iWe .i3 .#.....#..<.#....#.#..#..#... #...............#######.#.##..#.......#.#.#..#.....############# ....#####b###### . #.j..i.iP  Your bat hits the gnoll but does no damage..iPjj.i@-2.i!.i$X _The gnoll closely misses your bat..iG  #.....#.#.....#..<  ##....#.#..#..#..  #......#..#..#  #............ #######.#.##..#  #.......#.#.#..#.....#  #...############  #.###   #.....  ###..  ####b###### .  #.  #j  #.  #. ## .i.iP  Your bat hits the gnoll but does no damage..iU<3.i.i[ _The gnoll completely misses your bat..iǾl  #.....#.#.....#..  ##....#.#..#..#  #......#..#..#  #...  #.#.#.#..  #.#.#.#..#.....  #.#  #.###  #.i¿.  #.##..  ####b###### .  #.#  #j#  #.#  #..  ### .i.i0.i.i<j..iPG--------4.i.i. _Your bat hits the gnoll..i  #.....#.#.....#  ##....#.#..#..#  #......#..#..#  #....  #.#.#.#  #.#.#.#..#  #.#.i  #.###  #.  #.##..  ####b###### .  #j#  #.#  #.# .i #..  ###.i*( .i].i.iW.i.i Zbj..in &5.i.i).i' #########.....#.#...##....#.....#..#..# #......######.#.#.......##.#.#..#....########## ...........b....##.####j###### .#..###.i .i] .i .ic ^bj....i &6.i! .i+$ A _Your bat hits the gnoll but does no damage..i VI #####.....# #.....########### #.....#.#.....#. ##....#.#..#..#. #......#..#..#  #....... #######.#.#.......# #.#.#.#..#..... #.########### #.........###  #....b........  #..j......##.. ####.###### . .iW+#.#  #.#  #.# #...iY.iY.i)Z.i`<j..ia&7.if.isiW _Your bat barely misses the gnoll..iZv  #.....#†###........... #####.....# #.....############ #.....#.#.....#..< ##....#.#..#..#. #......#..#..#  #....... #######.#.#.......#..# #.#.#.#..#..... #..iw ?############ #.........###  #...jb........ #.........##.. ####.###### . .ix #.#  #.# #.#.iz ,.i{ .iɃ bj.8.i5 n _Your bat closely misses the gnoll..i ] #.....#†###. #####.....# #.....# #.....#.#.....#..<. ##....#.#..#..#. #......#..#..#. #..... #.#.#.#..#. #.#.#.#..#.....#. #.## #....j....###  #....b........ #.##.. ####.###### .  #.# .i ,.iZ .i .i <j..i &9.i& .i 7  You hit the gnoll..i u  The gnoll is lightly wounded.  Your bat hits the gnoll but does no damage..i @b..id `1----=50.i} .i 9 _The gnoll hits you with a +0 flail..i0  You hit the gnoll but do no damage.The gnoll is lightly wounded..iP  Your bat hits the gnoll but does no damage..iP.b.i&1.i%.i\(K _The gnoll misses you..i7 M  You hit the gnoll..i b. The gnoll is moderately wounded.The gnoll barely misses you..i]3========2.ix.iGA _Your bat hits the gnoll but does no damage..i  You hit the gnoll.  The gnoll is moderately wounded..iC  † ...# #.....# #.....#.#< ##....#.# #...... #.... #######.# #....b@.# #.....j...# #.........###  #.............  #.........##..  ####.###### .  #.# #.# #.#Your bat misses the gnoll. The gnoll hits you with a +0 flail!.i † ...# #.....# #.....#.#< ##....#.# #...... #.... #######.# #....b@.# #.....j...# #.........###  #........... #.........##.. ####.###### .  #.# #. .i b.  Ouch! That really hurt!* * * LOW HITPOINT WARNING * * *.i 1/13 -----------------------=3.i.iA _Your bat hits the gnoll but does no damage..is #.....#.# #..##..r#.####   #.....#†###.............   #####.....##   #.....##############   #.....#.#.....#..< ##....#.#..#..#.   #......#..#..#    #.................   .is<#######@#.#.......#..#.   #....b..#.#.#..#.....#..   #.....j...##############   #.### #.... #.........##..  ####.###### . .igw,.i.bj.--4.iՉ.iZA _Your bat hits the gnoll but does no damage..irp #.....#.# #..##...#.#  #.....#.# #..##..r#.##### #.....#†###.............. #####.....## #.....############### .i#.....#.#.....#..< ##....#.#..#..#.....# #......#..#..#.....# #..@.............. #######.#.#.......#..#..# #.....bj#.#.#..#.....#.. #.........############### #...### #.......  #.........##..  ####.###### . .i.i.i j..bYour bat hits the gnoll. The gnoll attacks as it pursues you!  The gnoll hits you with a +0 flail.  You die....i!T -3/13 ----------------------.ih /  --more--.iN.iPInventory: 4/52 slots Hand Weapons (go to first with )) .iOQ d - a +0 dagger (weapon) Armour (go to first with [)  a - a +0 robe (worn) Scrolls (go to first with ?)  c - 2 scrolls of teleportation {unknown} Potions (go to first with !)  b - a potion of magic.iU 7.iY .i\ 0Goodbye, qsantn.2 qsantn the Caller (level 1, -3/13 HPs)Began as a Human Summoner on Dec 2, 2025.Slain by a gnoll... wielding a +0 flail(5 damage)... on level 1 of the Dungeon.The game lasted 00:05:08 (155 turns). .i] `Best Crawlers -1.61832976 tswnTrFi-27 escaped with the Orb2.53669455 tswnTrCA-27 escaped with the Orb3.51342845 tswnVSCA-27 escaped with the Orb4.50220623 tswnMiFi-27 escaped with the Orb5.50006122 tswnTrFi-27 escaped with the Orb6.49116440 tswnAtWr-27 escaped with the Orb.i] 7.48116731 tswnMiWn-27 escaped with the Orb8.45897621 tswnReBr-27 escaped with the Orb9.44705861 tswn.i^ KoCK-27 escaped with the Orb  10.40073104 HahGrEE-27 escaped with the Orb  11.37259644 spf3250 VSFi-27 escaped with the Orb  12.27190555 planckenst GnEE-27 escaped with the Orb.i.iơ.iT? 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