h, Player: rawhide Game: DCSS 0.33 Server: crawl.dcss.io Filename: 2025-10-18.17:17:23.ttyrec Time: (1760807843) Sat Oct 18 17:17:23 2025 h|  [?1051l[?1052l[?1060l[?1061hh!V)0[?7h[?25l[?1chZ'h')h1`Welcome, rawhide. Please select your species. SimpleIntermediateAdvanced a - Mountain Dwarfj - Humans - Coglin b - Minotaurk - Koboldt - Vine Stalker c - Merfolkl - Revenantu - Poltergeist d - Gargoylem - Demonspawnv - Demigod e - Draconian n - Djinniw - Formicid f - Trollo - Sprigganx - Naga g - Deep Elfp - Tenguy - Octopode h - Armataurq - Oniz - Felid i - Gnollr - BarachiA - Mummy Draconians are versatile hybrids. They mature when reaching level 7 and develop a colour. + - Recommended species * - Random species # - Recommended character ! - Random character % - List aptitudesSpace - Pick background first ? - Help Tab - Draconian Berserkerh------------------------------------------------------------------------ 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 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 hXcategorizations 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. 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 mighth0h\ all 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 hless experience with Crawl's game mechanics. While many do have quirks, these quirks tend to be passive traits that simplify gameplay, rather than 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, hOand are balanced by other strengths. In many cases the special properties h:of these species allow the player to set aside many aspects of the game while still developing a strong character. hclMountain Dwarves (MD)  Mountain Dwarves are stout and hardy folk, adept at fighting with axes h and blugeoning weapons, though lacking the dexterity to excel at otherforms of combat. Their reserves of magic are somewhat poor, though they  still make passable spellcasters, and their connection with the blood ofh8Qand 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. Mountain Dwarves (MD)  Mountain Dwarves are stout and hardy folk, adept at fighting with axes  and blugeoning weapons, though lacking the dexterity to excel at other  forms of combat. Their reserves of magic are somewhat poor, though they  still make passable spellcasters, and their connection with the blood of  the earth gives them a particular talent at fire and earth magics. Their  spell success is significantly less encumbered by armour than other  species.  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 scrolls  to 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 instinctiveh2Simple species ============== 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 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, hI  can also be exceptional earth-based conjurers. Draconians (Dr)  Draconians are Human-dragon hybrids: humanoid in form and approximately  Human-sized, with wings, tails and scaly skins. Draconians start out in  an immature form with brown scales, but as they grow in power they take  on a variety of colours. This happens at an early stage in their career,  and the colour is determined by chromosomes, not by behaviour.  Most types of Draconians have breath weapons or special resistances.  Draconians cannot wear body armour and advance very slowly in levels, but  are 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  colour 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". Trolls (Tr)Trolls are monstrous creatures with powerful claws. They have thick,huSpecies 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. hHumans (Hu)Humans are natural explorers. As they uncover new spaces in the dungeonthey are refreshed and invigorated, rapidly healing and recovering magic.They are also the most versatile of all species - having balancedhjaptitudes for all skills lets them adapt to use whatever they find. Kobolds (Ko)h: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. hbU They are competent in combat, especially with short blades, maces orhranged weapons, and are comfortable with all forms of magic. They arealso very adept at using magical devices. Their small size makes themhJunable to wield large weapons, but they are agile and stealthy, andh̸Tadvance in levels slightly more quickly than Humans. Demonspawn (Ds)h  and without explanation, born with a tireless hunger for knowledge and  adventure. Djinn have a unique relationship with magic: rather than  learning spells from books, their spells come from within, welling up  from their fiery core as they gain experience. They draw from that samefiery core to cast spells - for Djinn, magical power and health are one  and the same. hU C 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 haveh 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. h© Spriggans (Sp)Spriggans are small magical creatures distantly related to Elves. Theylove to frolic and cast mischievous spells. h  They are poor fighters and have little physical resilience, but they moveextremely quickly and stealthily, and are incredibh le at dodging attacks.They are terrible at destructive magic - conjurations, summonings,  necromancy and elemental spells. On the other hand, they are excellent ath  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 evenhl most smaller weapons require both hands to be wielded by a Spriggan. Revenants (Re)Revenants are skeletal undead, created when an individual dies to violentmagic without being mourned or remembered. They rise with fragmentary  recollections of their former life and an all-consuming hunger to clawback that existence which the world forgot.  h So powerful is this drive which animates them that they can actually ripthe very existence from others, tearing fragments of souls and memorieshӓ and even the fundamental essence of inanimate objects and turning theminto fuel for the unholy fire that forever flickers upon their form. h Revenants are skeletal undead, created when an individual dies to violent  magic 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 forgotSo powerful is this drive which animates them that they can actually ripthe very existence from others, tearing fragments of souls and memorieshL and even the fundamental essence of inanimate objects and turning theminto fuel for the unholy fire that forever flickers upon their form.  Their nature makes them uniquely skilled at wielding destructive magic;while their reserves of magical energy are poor and their aptitudesunremarkable (aside from an affinity for ice, earth, and necromantic  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.  Beyond this, they are sturdy and skilled at using their claws in unarmedhp combat, and possess the same immunity to poison, negative energy, andorment that all undead share, as well as a resistance to cold. h Tengu (Te)h AThe Tengu are an ancient and feared species of bird-people with ah-  using invocations. Their light avian bodies cannot sustain a great dealof injury. Oni (On)Oni are large, rowdy creatures who love a good fight. They areh .exceptionally strong and robust, and their fondness for drink allows themo heal twice as much from healing potions and even perform free meleeswings around themselves while they chug them. hN. They are proficient with most melee weapons and forms of magic, but lackthe dexterity or inclination to use ranged weapons or magical devicesh.ell. They are, however, good at throwing things, in particular largerocks.  Their large size prevents them from wearing most forms of armour, and areh.tpoor at dodging, relying on their enormous bulk to survive battlesinstead. Barachim (Ba)h.OBarachim are an amphibious humanoid species, spawned at the dawn of timeh/Las servants for the gods. Inevitably, they rebelled and fled into theh6/Omortal world; but even uncounted years later, the darkness still flees at hf/? their approach, remembering those who they once served. h*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. 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 inseparahMble from their creations, and experienced individuals often furthercustomise themselves with uniquely powerful additions.  Haphazard and jerry-rigged, Coglin exoskeletons lack the flexibility of 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,  with their bodies swallowed in the controls of their machine, theyh cannot wear jewelry - the interference of multiple magical fields would be catastrophic!  Even so, a true Coglin would never criticise their creation. TheyhFbelieve that spirits of steel and sandalwood come to rest within everyhddistant. Demigods look more or less like members of their mortal part's  species, but they are extremely robust and can draw on great supplies of  magical energy. They are able to sculpt their attributes to a far greater hGd9 extent than any other species, gaining substantial boosts to their choice  of Strength, Intelligence or Dexterity as they gain experience. On the  downside, they advance more slowly in experience than any other species,gain skills slightly less quickly than Humans and, due to their status, hdA refuse to worship any god. Formicids (Fo)hdThe Formicids are a species of humanoid ants. Just like their tiny insectancestors, the Formicids are well adept at earth work, both on thehephysical and magical sides. Their abilities have been used to tunnelimmense underground communities and structures, many of which are tens ofthousands of years old. h6eT Perhaps unfortunately, their strong ties to earth have left themhUecompletely impervious to being teleported or hasted; Formicids are tiedto the earth with a complete sense of stasis. While this is a seemhze]inglybad property for a dungeon adventurer, stasis has the beneficial effectheof preventing many types of nasty hexes and maledictions.With the ability to lift ten times their own weight, the Formicids haveheGstrength rivaling that of Oni. This, along with the fact that they haveh>u  Their agility and stealth are legendary, as is their ability to get tohhard to reach places. Felids advance in levels very slowly. They areskilled with many forms of magic, though less so with raw elementalhbmagic.  Felids start with an extra life, and gain more as they increase inhśNlevels. Upon death, they will be resurrected in a safe place. Mummies (Muh )hIse are undead creatures who travel into the depths in search ofh$Erevenge, redemption, or just because they want to.  hDMummies progress slowly in levels, half again as slowly as Humans in allskills except fighting, spellcasting and necromancy. The sacred embalminghcrituals that brought them into unlife also grant them a specialconnection with the divine, and as they increase in levels, they becomehPincreasingly in touch with the powers of death. However, their desiccatedhGbodies are highly flammable. They also cannot drink.  hΜLike 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. h=Black Draconianscan unleash arcing electrical discharges, and are naturally insulated.They are good at air magic but feel cumbersome with earth magic. Theirh=wings 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 inh=particular. They are a bit better at evoking things than most other  Draconians. They can breathe dispelling energy which strips those it hitsof enchantments and impairs their spellcasting. They are stronger-willedh>Gthan other draconians, and later on,gain resistance to bothh8>Bexternal mana draining and to enchantment stripping. h>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. h>------------------------------------------------------------------------ 2.LIST OF CHARACTER BACKGROUNDS h>------------------------------------------------------------------------ In your quest, you play as one of a large number of different types ofhH schools. They breathe sight-obscuring steam and, like their Purpleousins, have a slight advantage at Evocations. ------------------------------------------------------------------------ 2.LIST OF CHARACTER BACKGROUNDS ------------------------------------------------------------------------ In your quest, you play as one of a large number of different types of characters. Although each has its own strengths and weaknesses, some are definitely easier than others, at least to begin with. The best background 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 ===================hk  power over fire... but there is only so much fire left to draw on, andhRonce it burns out, acolytes may need to abandon Ignis. They start with arobe, a choice of flaming weapons, and the spell Scorch. Adventurer backgrounds hx====================== Adventurers have varied and idiosyncratic skills that they have picked up in their travels. hArtificers h Artificers have built, bought or burgled an assortment of magic wands to  help them through the early Dungeon. Wands have a limited number of uses,  though, so they'll want to upgrade from their club ASAP. h_ShapeshiftersShapeshifters use talismans to shift their body into different forms, h granting them uncanny power but making them unable to use some items.  They enter the dungeon with two talismans and a potion of lignification. hZWanderershWanderers are "jacks-of-all-trades, masters of none". They start the game  with a random assortment of skills, items, and maybe spells. h A Hedge Wizard is a magician who does not specialise in any area ofmagic. Hedge Wizards start with a variety of magical skills and withMagic Dart memorised, from a large library of varied low-level spells.hb They also get a wizard hat. ConjurersThe Conjurer specialises in the violent and destructive magic of  conjuration spells. Like Wizards, the Conjurer starts with the Magic Dart  spell, in their case from a library of destructive conjurations. h bSummonersThe Summoner specialises in calling creatures from this and other worldsh to give assistance. Although they can at first summon only very weakcreatures, the more advanced summoning spells allow summoners to call onh Fsuch powers as hydras and dragons. Necromancershh zThe Necromancer is a magician who specialises in the less pleasant sideof magic. Necromantic spells are a varied bunch, but many involve somedegree of risk or harm to the caster. Forgewright  The Forgewright specialises in the creation of magical constructs, ranging  from simple weapons to elaborate and powerful golems. Many of theirh(* Long Blades* Maces & Flails* Axes* Staves* Polearms If you are already good using a class of weapons, say Long Blades, you'll get a bonus to using similar weapons, like Short Blades; this is called hcrosstraining and is shown in blue in the skill menu. Similar types of weapons are:  * Short Blades and Long Blades* Maces & Flails and Axes* Polearms and Axes* Staves and Polearms* Staves and Maces & Flails h*Being good at a specific weapon improves the speed with which you attack with it. Both the base speed and the best (lowest) possible speed are displayed in the inventory entry for a weapon. Although lighter weapons are easier to use initially, as they strike quickly and accurately, heavier weapons increase in damage potential very quickly as you improve your skill with them. You can check the current delay of your weapon by swinging it at air (using ctrl-direction) and looking at the number in parentheses next tohx~ kslowed by wearing heavy armour. Increasing your Strength and Armour skill will partially mitigate this. Magic skills ======================================== Spellcasting is the basic skill for magic use. It affects your reserves of magical energy (Magic) in the same way that Fighting affects your health: h~ devery time you increase the Spellcasting skill you gain some magic points, and you gain a spell level every time you reach a skill level divisible by 0.5. Spellcasting also helps with the power and success rate of your spells, but to a lesser extent than the more specialised magical skills. There are also individual skills for each different type of magic; the higher the skill, the more powerful the spell. Multidisciplinary spells use an average of the two or three skills. Miscellaneous skills ======================================== Armouh5 r  Having a high Armour skill means that you are skilled at wearing armour  of all kinds, multiplying the protection provided not just by body armour  but also by cloaks, gloves, etc. It also very slightly mitigates theh; w Helps you avoid being noticed, and makes monsters more likely to lose  track of you when you leave their line of sight. Wearing heavy armourpenalises stealth attempts. Large creatures (like Trolls) are bad at  stealth, except for Nagas, which are unusually stealthy.  Stealth also helps you make a very powerful first strike against a  sleeping/resting monster who hasn't noticed you yet. This is most  effective with a dagger, slightly less effective with other short blades  and Felid claws, and less useful (although still by no means negligible) h N with any other weapon.  Stealth also improves some melee attacks against confused, distracted, orotherwise incapacitated monsters, though this is much less effective than  when the monster is asleep or paralysed.  Note that in addition to the bonus from weapon type, there is anh additional stabbing bonus based on the average of your stealth skill and  your skill with your wielded weapon. h ZShields  Affects the amount of protection you gain by using a shield, and thehZ degree to which it hinders your evasion, attack speed and spellcastingsuccess. Mastering the Shields skill removes all penalties from using ashield.hpeautomatically) or piles (checking the contents). Autoexploration willopen doors on its own unless you set travel_open_doors to avoid orapproach. G or Ctrl-GInterlevel travel (to arbitrary dungeon levels or waypoints). Remembersold destinations if interrupted. This command has its own set ofshortcuts; use ? for help on them. Ctrl-WSet waypoint (a digit between 0 and 9). Go to a waypoint by pressingCtrl-G or uppercase G, then the waypoint's digit. Attacking and firing ---------------------------------------- Several of these commands enter targeting mode; see "Targeting" for more information about this mode. directionIf a monster is in the target square, attack that monster. TabAutofight: Attack the nearest monster with your current weapon. If thehTinformation about this mode. directionIf a monster is in the target square, attack that monster. TabAutofight: Attack the nearest monster with your current weapon. If thenearest monster is not in range, by default, this will move towards it. v Targeted attacks with your primary weapon, including attackingnon-adjacent monsters with a polearm, or firing a wielded launcher(regardless of the state of the main quiver). Q Quiver an item, spell, or ability from a menu. hY( and )Cycle quiver to next/previous suitable action (item, spell, ability). f Fire currently quivered action, showing a targeter. If some monster is in  sight and the action takes a target, either the last target or thenearest monster will be automatically highlighted. If the action does nothR Dungeon interaction ---------------------------------------- O Open door. This is also done automatically by walking into the door. C Close door. Ctrl-direction or * directionOpens/closes a door in the specified direction (if there is one), orelse attacks without moving (even if no monster is seen). < Use staircase to go higher, or use a shop, altar, or portal. >hR  Use staircase to go deeper, or use a shop, altar, or portal. ; Examine occupied tile and auto-pickup eligible items. Can also be used topick up only part of a stack with no other item on the same square.When a monster is present the first press of ; will only examine the tileand a second press of ; will pick up all auto-pickup eligible items.hM[ Display worn armour. } Display list of runes collected. " Display worn jewellery. E Display experience info. ^hcN@ Show religion screen. A Show abilities/mutations. \ Show item knowledge. You can toggle autopickup exceptions for item typesin this screen. The screen has its own help text. m Show skill screen. You can get descriptions of present skills from thath6\ Show item knowledge. You can toggle autopickup exceptions for item types  in this screen. The screen has its own help text. m Show skill screen. You can get descriptions of present skills from thatscreen, as well as the aptitudes. The screen has its own help text. i Show inventory list. Inside this list, pressing a slot key showsinformation on that item. I Show list of memorised spells. % hl7~Show resistances and general character overview: health, experience,  money, gear, and status, mutations, abilities (the latter three moreterse than with the command @, A, a). This is a highly condensedconglomeration of [, ", E, ^, @, A, a, $ on a single screen. Pressing thekey of a displayed item views it. Other game-playing commandsh!regex instead of the full name. ~ or Ctrl-DAdd or save macros and key mappings. = Reassign inventory/spell/abilities letters. _ (console) or F12 (WebTiles)  Read messages (when playing online; not for local games). - Edit player doll (Tiles only). Saving games ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ hy~S Save game with query and exit. Ctrl-SSave game without query and ex Ctrl-QhqS Save game with query and exit. Ctrl-SSave game without query and exit. Ctrl-QQuit without saving (with a confirmation prompt). Stashes Ctrl-FFind. This searches in stashes and shops, you can use regular expressionsand also terms like 'long blades', 'shop', 'altar', 'artefact'. If youhڲ{are looking for altars to a special god, a search for 'Trog' , etc.works. A string like 'D:13' will list all known items on that level.'D:1}' will search for items on level 1 only, as opposed to 'D:1', whichwill also list items on D:10 through D:15. Once the list of all foundplaces is displayed, you can cause auto-travel to go there (press the h~ associated letter) or you can examine the items (press ? followed by theletter). Item interaction (inventory)hC  Pick up items. Use a prefix to pick up smaller quantities. As withdropping, Ctrl-F allows you to pick up items matching regular expression. d Drop an item. Within the drop list, you can select slots based on aregular expression by pressing Ctrl-F, followed by the regex. d#Drop exact number of items, where # is a number. h D Drop item(s) picked up last. Shortcuts in lists (like multidrop) ======================================== When dropping, the drop menu accepts several shortcuts. The same applies to h the pickup menu. In the following, if an item is already selected, the key will deselect it (except for ',' and '-', obviously). ( Select all missiles. )hf 0will deselect it (except for ',' and '-', obviously). ( Select all missiles. ) Select all hand weapons. [ Select all armour. ? Select all scrolls. / Select all wands. hSg B| Select all staves. !potions. =hlxShift-directionMove cursor in bigger steps (determined by the the option  level_map_cursor_step). . Travel to cursor (also Enter, Del, ',' and ';'). If the cursor is on thecharacter, move cursor to last travel destination instead. o Move cursor to the next autoexplore target. v Describe remembered feature or monster under the cursor. h yn< Cycle through up stairs. > Cycle through down stairs. ^ Cycle through traps. _h%Y> Cycle through down stairs. ^ Cycle through traps. _ Cycle through altars. TabCycle through shops and portals. I Cycle forward through all items and piles. O Cycle backward through all items and piles. h4&G Select another level (by branch and depth) to view the map of. [ View the previous level. h`y  exclusion. R#  Set an exclusion with an arbitrary radius, where # is a number from 1 to8. If an exclusion is already present, change its radius to #. Ctrl-EErase all travel exclusions at once. Etravel exclusion Examining surroundings ('x') ======================================== When roaming the dungeon, the surroundings mode is activated by 'x'. It lets you look at items, monsters or other features in line of sight. hy XEsc, Space, xReturn to playing mode. ? Special help screen. h&Esc, Space, x  Return to playing mode. ? Special help screen. * or 'Cycle objects forward. / or ;Cycle objects backward. + or h'=Cycle monsters forward. - Cycle monsters backward. directionMove cursor. h>'8. or EnterTravel to cursor (also Del).h%ifire at the cursor position. You can start shooting at an opponent with  'ff' and then keep firing with 'ff'. : Toggle display of the beam path. ( and )  When 'f'iring, these two commands allow you to cycle between quiverableactions (items, spells, abilities). Shift-directionFire straight in that direction. Ctrl-XhiLists all valid targets. You may select a target from the list to movethe cursor to that target. ------------------------------------------------------------------------ 5.INSCRIPTIONS ------------------------------------------------------------------------ You can use the { command to manually inscribe items; alternatively, you can also inscribe when viewing items from the inventory (done by pressing the item's letter). This adds a note in curly braces to the itemhH  ------------------------------------------------------------------------ 5.INSCRIPTIONS ------------------------------------------------------------------------ You can use the { command to manually inscribe items; alternatively, you can also inscribe when viewing items from the inventory (done by pressing the item's letter). This adds a note in curly braces to the item description. Besides simply allowing you to make comments about items, there are several further uses. Inscriptions as shortcuts ======================================== You can use inscriptions to define shortcuts for easy access to items, hɅ regardless of their actual inventory letter. For example, if an item's inscription contains "@w9", you can type 'w9' in order to wield it. Instead of the 9, any other digit works as well. And instead of 'w'ield, any other command used for handling items can be used: 'r'ead, 'q'uaff, e'v'oke, 'f'ire, etc. Using "@*9" will make any action command followed by '9' use this item. Safety inscriptions ======================================== h Prompt before evoking this item. =gPick this item up automatically if autopickup is on. =f  Exclude this item from automatic quivering. +fInclude this item in automatic quivering. =FExclude this item when cycling quiver actions. +F  Include this item when cycling quiver actions. !Q  Prompt before explicitly quivering this item. Entails =F,=f. =R h k Do not offer to swap out this piece of equipment if another one could be  removed instead. hU!QPrompt before explicitly quivering this item. Entails =F,=f. =RDo not offer to swap out this piece of equipment if another one could be  removed instead. !D h_VW Prompt before performing an action that might destroy this item. It won'tprotect against lava or deep water accidents. You can use the autoinscribe option to have some items automatically inscribed. See options_guide.txt for details. Some examples are:  autoinscribe = stone:=fautoinscribe = wand of heal wounds:!v Artefact autoinscriptions ======================================== Artefacts are automatically inscribed with abbreviated descriptions of their properties. The inscriptions use the following general ideas: rXXXhLE  Sprint V: "Ziggurat Sprint"Ziggurat Sprint focuses on the Ziggurat mechanic. The map consists of a  sequence of open-layout rooms of increasing size and difficulty, eachwith many monsters around some theme; rooms are connected bytransporters. The starting room provides powerful equipment for gettingstarted, as well as altars. If you can make it through all rooms, you  will be taken to a room with the Orb and some exit stairs. hE Sprint VI: "Thunderdome"In the Thunderdome you face a large set of monsters, including many  uniques, in a cross-shaped arena. Monsters appear in rounds, with boss  rounds every 5 rounds (every 3 after round 27), and the final boss atround 27. If you kill every monster in a normal or boss round, you willget some gold, arena points, and a bit of time to rest. In a lightninghE round, to win you just need to survive. A variety of interesting itemsare available for purchase in shops along the sides -- don't miss the hE  QUAD DAMAGE! To win this sprint, kill the final boss, and the Orb will  appear. Sprint VII: "The Pits" h!F This map is a "traditional-style" sprint map that embeds the quest forthe Orb of Zot into a dungeon level with three runes. h(Sprint VIII: "Arena of Blood"In the Arena of Blood, also known as "meatsprint", you are a vessel ofMakhleb, wielding Makhleb's immensely destructive Axe of Woe against alarge variety of meat-based monsters in an open arena. To win this mode,h Welcome, rawhide. Please select your species. SimpleIntermediate Advanced a - Mountain Dwarf j - Humans - Coglin b - Minotaurk - Koboldt - Vine Stalker c - Merfolkl - Revenantu - Poltergeist d - Gargoylem - Demonspawn v - Demigod e - Draconiann - Djinniw - Formicid f - Trollo - Spriggan x - Naga g - Deep Elfp - TenguhTy - Octopode h - Armataurq - Oniz - Felid i - Gnollr - Barachi A - Mummy Opens the help screen. + - Recommended species * - Random species # - Recommended character  ! - Random character % - List aptitudesSpace - Pick background first ? - Help  Tab - Draconian Berserkerh>O hS h_Y Welcome, rawhide the Draconian. Please select your background. WarriorAdventurerMage a - Fighteri - Artificerq - Hedge Wizard b - Gladiatorj - Shapeshifterr - Conjurer c - Monkk - Wanderers - Summoner d - Hunterl - Delvert - Necromancer e - BrigandWarrior-mageu - Forgewright Zealotm - Warperv - Fire Elementalist f - Berserker  n - Hexslingerw - Ice Elementalist g - Cinder Acolyteo - Enchanterx - Air Elementalist h - Chaos Knightp - Reavery - Earth Elementalistz - Alchemist Berserkers believe in Trog, the magic-hating god of frenzy. Not much can stop a raging berserker early on, apart from hubris. + - Recommended background * - Random background # - Recommended character ! - Random character % - List aptitudesSpace - Change species ? - Help Tab - Draconian Berserkerhnh9hCrawhide the GustyDraconianHealth: 14/14 ========================Magic: 3/3========================AC: 4Str: 10EV: 11Int: 15SH: 0Dex: 11XL:  1 Next:  0% Place: Dungeon:1Noise: ---------  Time: 0.0 (0.0)-) Nothing wieldedCast: Shockh_I ##...♣♣♣♣♣.♣♣♣♣......@♣♣.PPPPP.♣♣.P~≈~P.♣♣.P~ß~P.♣♣.P~≈~P.♣♣.PPPPP.♣♣.......♣♣♣♣♣♣♣♣♣♣hQhYWelcome, rawhide the Draconian Air Elementalist.Below lies the Orb of Zot, rumoured to be powerful enough to resurrect a god...h_hPress ? for a list of commands and other information.hTh[ _Found a staircase leading out of the dungeon.hhhth<h[?25h[?0c  Are you sure you want to abandon this character and quit the game? (Confirmwith "quit".) h [?25l[?1ch !quith) :  --more--h h ZInventory: 1/52 slots h Potions (go to first with !)  a - a potion of magich  h 5hnh@`Goodbye, rawhide.0 rawhide the Gusty (level 1, 14/14 HPs)Began as a Draconian Air Elementalist on Oct 18, 2025.Quit the game on level 1 of the Dungeon.The game lasted 00:00:10 (0 turns). Best Crawlers -1.61832976 tswnTrFi-27 escaped with the Orb2.53669455 tswnhTrCA-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 tswnhnAtWr-27 escaped with the Orb7.48116731 tswnMiWn-27 escaped with the Orb8.45897621 tswnhԔqReBr-27 escaped with the Orb9.44705861 tswnKoCK-27 escaped with the Orb  10.40073104 Hahh]GrEE-27 escaped with the Orb  11.37259644 spf3250 VSFi-27 escaped with the Orb  ht12.27190555 planckenst GnEE-27 escaped with the Orb  13.24341751 oddsox OnSh-27 escaped with the Orb  hEm14.22149653 AutarchDCS ReIE-27 escaped with the Orb  15.20268638 sewnkin DsEE-27 escaped with the Orbhhۻh\? [?25h[?0c [?1051l[?1052l[?1060l[?1061l