%%%% welcome Welcome to Dungeon Crawl! Your objective is to lead your {{ return you.race() }} {{ return you.class() }} safely through the depths of the dungeon, retrieving the fabled Orb of Zot and returning it to the surface. In the beginning, however, let discovery be your main goal. Try to delve as deeply as possible but beware; death lurks around every corner. For the moment, just remember the following keys and their functions: $cmd[CMD_DISPLAY_COMMANDS]? — shows the items and the commands $cmd[CMD_SAVE_GAME] — saves the game, to be resumed later (but note that death is permanent) $cmd[CMD_LOOK_AROUND] — examines something in your vicinity The hint mode will help you play Crawl without reading any documentation. If you haven't yet, you might want to try out the tutorial. Also, if you feel intrigued, there is more information available in the following files from the docs/ directory (all of which can also be read in-game): quickstart.txt — A very short guide to Crawl. crawl_manual.txt — This contains all details on species, magic, skills, etc. options_guide.txt — Crawl's interface is highly configurable. This document explains all the options. Happy Crawling! %%%% death Condolences! Your character's premature death is a sad, but common occurrence in Crawl. Rest assured that with diligence and playing experience your characters will last longer. Perhaps the following advice can improve your playing style: %%%% death conjurer melee As a Conjurer your main weapon should be offensive magic. Cast spells more often! Remember to rest when your Magic is low. %%%% death berserker unberserked Don't forget to go berserk when fighting particularly difficult foes. It's risky, but makes you faster and beefier. %%%% death ranger melee Your bow and arrows are extremely powerful against distant monsters. %%%% death random 0 Always consider using projectiles, wands or spells before engaging monsters in close combat. %%%% death random 1 Learn when to run away from things you can't handle — this is important! It is often wise to skip a particularly dangerous level. But don't overdo this as monsters will only get harder the deeper you delve. %%%% death random 2 Rest between encounters, if possible in an area already explored and cleared of monsters. Pressing $cmd[CMD_REST], or clicking on the 'rest' button in the command bar' will rest for 100 turns, or until fully healed. %%%% death random 3 Remember to use those scrolls, potions or wands you've found. Learn to improvise: you will need to identify potions and scrolls by using them. %%%% death random 4 If a particular encounter feels overwhelming, don't forget to use emergency items early on. A scroll of teleportation or a potion of haste can really save your bacon. %%%% death random 5 Never fight more than one monster, if you can help it. Always back into a corridor so that they are forced to fight you one on one. %%%% finished Congrats! You survived until the end of hints mode — be sure to try the other characters as well. Note that the command help screen ($cmd[CMD_DISPLAY_COMMANDS]?) will look very different from now on. Here's a last playing hint: %%%% finished explored Walking around and exploring levels gets easier by using auto-explore ($cmd[CMD_EXPLORE]). Crawl will let you automatically move to and pick up interesting items. Autoexploration can also be started by Ctrl-Leftclick on the minimap. %%%% finished travel There is a convenient way to travel between distant dungeon levels: press $cmd[CMD_INTERLEVEL_TRAVEL] and enter the desired destination. If your travel gets interrupted, issuing $cmd[CMD_INTERLEVEL_TRAVEL] Enter will continue it. %%%% finished stashes You can search among all items existing in the dungeon with the $cmd[CMD_SEARCH_STASHES] command. For example, $cmd[CMD_SEARCH_STASHES] “dagger” will list all daggers, and allow you to travel to them. You can even search for dungeon features, like “shop” or “altar”. %%%% finished random 0 The game keeps an automated log for your characters. Use $cmd[CMD_DISPLAY_COMMANDS]: to read it. Once your character perishes, two morgue files are left in the morgue/ directory. The one ending in .txt contains a copy of your log. During play, you can create a dump file with $cmd[CMD_CHARACTER_DUMP]. %%%% finished random 1 Crawl has a macro function built in: press $cmd[CMD_MACRO_MENU] to define a macro by first specifying a trigger key (say, F1) and a command sequence, for example za.. The latter will make the F1 key always zap the spell in slot a at the nearest monster. For more information on macros, type $cmd[CMD_DISPLAY_COMMANDS]~. %%%% finished random 2 The interface can be greatly customised. All options are explained in the file options_guide.txt which can be found in the docs directory. The options themselves are set in init.txt or .crawlrc. Crawl will complain if it can't find either file. %%%% finished random 3 You can ask other Crawl players for advice and help using any of the community resources described at http://crawl.develz.org/ %%%% HINT_CONVERT Ashenzari You've just converted to worshipping Ashenzari. Unlike other gods, Ashenzari only cares about curses. As you explore the dungeon, Ashenzari will offer curses, locking an item onto you. The more cursed items you wear, the more Ashenzari will enhance your skills and otherwise help you. %%%% HINT_CONVERT Gozag You've just converted to worshipping Gozag. Unlike other gods, Gozag only cares about gold; each divine power costs gold, and your foes turn to gold on death. %%%% HINT_CONVERT Ru You've just converted to worshipping Ru. Unlike other gods, Ru grants piety (divine favour) in exchange for permanent sacrifices, like losing the ability to train certain skills, or permanently losing a hand. The more piety you have, the more abilities Ru will grant, and the more powerful those abilities will become. Ru will offer more sacrifices as you explore the depths of the dungeon. %%%% HINT_CONVERT Uskayaw You've just converted to worshipping Uskayaw. Unlike other gods, Uskayaw's favour cannot be gradually gained as you explore the dungeon or slay monsters. Instead, piety with Uskayaw is gained rapidly in combat as you deal damage. The longer you remain in combat and the more damage you deal, the greater the powers you will be offered. Once combat ends, Uskayaw's favour will be quickly lost, and must be regained in the next battle. %%%% HINT_CONVERT Xom You've just converted to worshipping Xom. As a follower of Xom, you'll be treated like a plaything, randomly helped or harmed for Xom's own amusement. There is no way to guarantee Xom remains in a good mood - the best any follower can hope for is to avoid letting Xom grow bored! %%%% HINT_CONVERT Yredelemnul You've just converted to worshipping Yredelemnul. Unlike other gods, Yredelemnul only cares about souls. Your enemies may rise to serve you after death, and you can expend them to invoke Yredelemnul's aid. %%%% HINT_CONVERT You've just converted to worshipping {{ return you.god() }}. Your piety (divine favour) will increase as you do things to please your new god, and will gradually decrease over time. You can check your god's likes and dislikes, as well as your current standing and divine abilities, by typing $cmd[CMD_DISPLAY_RELIGION], or by pressing Shift-right-click on your avatar. %%%% HINT_SEEN_FIRST_OBJECT That $1 is an item. If you move there and press $cmd[CMD_PICKUP], or left-click on it in your inventory, you will pick it up. Generally, items are shown by non-letter symbols like %?!"=()[. Some objects, marked with a green frame, will be picked up automatically. Once it is in your inventory, you can drop it again with a Shift-left-click. Whenever you right-click on an item$cmd[CMD_DROP]. Any time you look at an item in your inventory ($cmd[CMD_DISPLAY_INVENTORY]), you can read about its properties and its description. %%%% HINT_SEEN_POTION You have picked up your first potion ('$item[potion]'). Simply left-click on it, or press Press $cmd[CMD_QUAFF] to quaff it. Once you've identified a potion, either with a scroll of identification or by drinking it, you'll automatically recognize all other potions of the same type; this means it's sometimes useful to drink potions just to identify them. %%%% HINT_SEEN_SCROLL You have picked up your first scroll ('$item[scroll]'). Simply left-click on it, or press Press $cmd[CMD_READ] to read it. Once you've identified a scroll, either with a scroll of identification or by reading it, you'll automatically recognize all other scrolls of the same type; this means it's sometimes useful to read scrolls just to identify them. %%%% HINT_SEEN_WAND You have picked up your first wand ('$item[wand]'). Simply left-click on it, or press Press $cmd[CMD_EVOKE] to evoke it. If you find more wands of the same type, they'll merge into this wand and add charges to it. %%%% HINT_SEEN_SPBOOK You have picked up a book ('$item[book]'). On pickup, its spells are immediately added to your library. You'll be able to memorise spells from it via $cmd[CMD_MEMORISE_SPELL], and cast them with $cmd[CMD_CAST_SPELL]. {{ if you.god() == "Trog" then return "Trog hates it when you memorise or study magic, though!" end }} %%%% HINT_SEEN_WEAPON This is the first weapon ('$item[weapon]') you've picked up. Use $cmd[CMD_WIELD_WEAPON] or left-click on it to wield it, but be aware that this weapon might train a different skill from your current one. You can view the weapon's properties from your $cmd[CMD_DISPLAY_INVENTORY]nventory or by right-clicking on it. {{ if crawl.hints_type() == "berserk" then return "You should probably stick with axes. Checking other axes'" .. " enchantments can be worthwhile, though!" end }} %%%% HINT_SEEN_MISSILES This is the first stack of missiles ('$item[missile]') you've picked up. Missiles like boomerangs and throwing nets can be thrown by hand, and become more effective as you train the Throwing skill. Right-click onSelect the item in your $cmd[CMD_DISPLAY_INVENTORY]nventory to see more information. {{ if crawl.hints_type() == "ranger" then return "As you're already trained in Ranged Weapons, you don't really " .. "need another type of ranged attack." elseif crawl.hints_type() == "magic" then return "However, as a spellslinger, you don't really need another type" .. " of ranged attack." else return "" end }} %%%% HINT_SEEN_ARMOUR This is the first piece of armour ('$item[armour]') you've picked up. You can click on it to wear it, and click again to remove it. Right-clicking on it will give more information. Use $cmd[CMD_WEAR_ARMOUR] to wear it and $cmd[CMD_REMOVE_ARMOUR] to take it off again. You can view its properties from your $cmd[CMD_DISPLAY_INVENTORY]nventory. {{ if you.get_base_mutation_level("horns") > 0 then return "Note that because of your horns you will be unable to wear" .. " helmets. (Press $cmd[CMD_DISPLAY_MUTATIONS] to see" .. " a list of your mutations and innate abilities.)" end }} %%%% HINT_SEEN_JEWELLERY You have picked up a piece of jewellery, either a ring ('$item[jewellery]') or an amulet ('$item[amulet]'). Press $cmd[CMD_WEAR_JEWELLERY] to put it on and $cmd[CMD_REMOVE_JEWELLERY] to remove it. You can view its properties from your $cmd[CMD_DISPLAY_INVENTORY]nventory. You can click on it to put it on, and click again to remove it. By right-clicking on it, you can view its properties. %%%% HINT_SEEN_MISC This is a curious object indeed. You can play around with it to find out what it does by clicking on it to e$cmd[CMD_EVOKE]oke e$cmd[CMD_EVOKE]oking it. As usual, selecting it from your $cmd[CMD_DISPLAY_INVENTORY]nventory might give you more information. %%%% HINT_SEEN_STAFF You have picked up a magic staff ('$item[magical staff]'). It must be $cmd[CMD_WIELD_WEAPON]ielded to be of use. Magicians use staves to increase their power in certain spell schools. It can also be used as a weapon. You can wield a staff by left-clicking. %%%% HINT_SEEN_GOLD You have picked up your first pile of gold ('$item[gold]'). Press $cmd[CMD_LIST_GOLD] to see how much you have. Gold is used in shops you'll find as you explore. %%%% HINT_SEEN_STAIRS These '$1' are downstairs. You can enter the next (deeper) level by following them down ($cmd[CMD_GO_DOWNSTAIRS]). To return to this level, press $cmd[CMD_GO_UPSTAIRS] while standing on the upstairs. When you take new stairs, you get a free action; after that, monsters get to move first. Alternatively, you can left-click on stairs you're standing on to use them. %%%% HINT_SEEN_ESCAPE_HATCH This '$1' is an escape hatch. You can use it to leave a level with $cmd[CMD_GO_UPSTAIRS] and $cmd[CMD_GO_DOWNSTAIRS] respectively (or byleft-clicking), like stairs; unlike stairs, however, hatches are a one-way trip, so be careful when descending! %%%% HINT_SEEN_BRANCH This '$1' is the entrance to a different branch of the dungeon. Each branch has different terrain and monsters, and some contain entrances to other branches. You can learn more by examining this entrance by hovering your mouse over its tile$cmd[CMD_LOOK_AROUND] and moving the cursor onto it." Some branches will be much safer and more rewarding than your current branch. Others can be very dangerous, better visited when your character is more powerful. %%%% HINT_SEEN_PORTAL This '$1' is a portal to an optional level, offering extra loot in exchange for extra danger. There's no penalty for skipping it, but the portal will disappear if you wait, so you have to decide now if you want to risk it. %%%% HINT_SEEN_BAZAAR_PORTAL This '$1' is a portal to an inter-dimensional bazaar filled with shops. It will disappear if you don't enter it soon, so hurry. %%%% HINT_SEEN_PORTAL_2 You can enter a portal just like a set of stairs, by standing on it and clicking or pressing $cmd[CMD_GO_DOWNSTAIRS]. To return, find a similar looking portal. another $1 - but NOT the ancient stone arch you'll start out on! %%%% HINT_STAIR_BRAND A small symbol on a stair tile signifies that there are items in that position that you may want to check out. If any items are covering stairs or an escape hatch, then that will be indicated by highlighting the << or > symbol, instead of hiding the stair symbol with an item glyph. %%%% HINT_HEAP_BRAND A small symbol on an item tile signifies that there is at least one other item in the same heap that you may want to check out. If two or more items are on a single square, then the square will be highlighted, and the symbol for the item on the top of the heap will be shown. %%%% HINT_TRAP_BRAND If any items are covering a trap, then that will be indicated by highlighting the ^ symbol, instead of hiding the trap symbol with an item glyph. %%%% HINT_SEEN_TRAP You just discovered a trap. You'll occasionally find these nasty constructions. %%%% HINT_SEEN_ALTAR That $1 is an altar. By right-clicking on it with your mouse If you target the altar with $cmd[CMD_LOOK_AROUND], then press $cmd[CMD_TARGET_DESCRIBE] you can get a short description. Press $cmd[CMD_GO_UPSTAIRS] or $cmd[CMD_GO_DOWNSTAIRS] while standing on the square to join the faith or read some information about the god in question. Before taking up the corresponding faith you'll be asked for confirmation. {{ if you.god() == "No God" and crawl.hints_type() == "magic" then return "The simplest god for an inexperienced conjurer is probably " .. "Vehumet, though many other gods, like Sif Muna, can also " .. "work well." end }} %%%% HINT_SEEN_SHOP That $1 is a shop. You can enter it by typing $cmd[CMD_GO_UPSTAIRS] or $cmd[CMD_GO_DOWNSTAIRS] , or by left-clicking on it while standing on the square. If there's anything you want which you can't afford yet, you can hold Shift and press the corresponding letter to put it on your shopping list. The game will then remind you when you gather enough gold to buy it. %%%% HINT_SEEN_DOOR That $1 is a closed door. You can open it by walking into it. Sometimes it is useful to close a door. Do so by pressing $cmd[CMD_CLOSE_DOOR] while next to it. If there are several doors, you will then be prompted for a direction.clicking on the door while next to it. %%%% HINT_SEEN_RUNED_DOOR That $1 is a runed door, which is probably in front of something unusually dangerous. Monsters will never open it. If you do, the runes will be broken, and it will become a normal door. %%%% HINT_KILLED_MONSTER Congratulations, your character just gained experience by killing this monster! This will raise some of your skills, making you more deadly. {{ if you.god() == "Trog" then return "Also, most kills will grant you favour in the eyes of Trog." end }} %%%% HINT_NEW_LEVEL Well done! Reaching a new experience level is always a nice event. You get more health and magic points, and occasionally increases to your attributes: strength, intelligence, and dexterity. {{ if crawl.hints_type() == "magic" then return "Gaining an experience level also lets you learn more difficult" .. " spells. You can memorise a second spell with" .. " $cmd[CMD_MEMORISE_SPELL] or by" .. " clicking on it in the memorisation tab." end }} %%%% HINT_SKILL_RAISE One of your skills just reached a milestone. The skills you use are automatically trained whenever you gain experience, by killing monsters. By default, experience goes to skills you actively use. To view or manage your skills, type $cmd[CMD_DISPLAY_SKILLS] or click on the skill tab in the bottom-right. %%%% HINT_GAINED_MAGICAL_SKILL Being skilled in a magical "school" makes it easier to learn and cast spells of that school. Many spells belong to a combination of several schools, in which case the average skill in these schools will determine spellcasting success and power. %%%% HINT_GAINED_MELEE_SKILL Being skilled with a particular type of weapon will make you deal slightly more damage and attack significantly faster with all weapons of that type. It's a good idea to focus on just one weapon type, usually one you start with, though finding a particularly good weapon may justify a switch. %%%% HINT_GAINED_RANGED_SKILL Being skilled with ranged weapons will let you deal slightly more damage and attack significantly faster with them. Remember that wearing heavy armour makes you attack more slowly with ranged weapons. %%%% HINT_CHOOSE_STAT Upon gaining levels 3, 9, 15, etc., you get to choose an attribute to raise: strength, intelligence, or dexterity. Strength makes heavy armour less cumbersome and slightly increases most weapons' damage. Intelligence makes your spells more reliable and powerful. Dexterity increases your evasion and stealth, and slightly increases the damage of blades and ranged weapons. # Also shields. %%%% HINT_MALEVOLENCE As you explore the dungeon and reveal new tiles, the malevolent forces of the dungeon may randomly cause bad things to happen to you. When this happens, pause, think carefully, and be ready to use consumables or abilities. Fight to survive!" %%%% HINT_OPPORTUNITY_ATTACK When you move away from an enemy, they have a small (1/3) chance of taking advantage and launching a free attack. Repositioning and retreating is often still good, but keep an eye out for those extra attacks. %%%% HINT_YOU_ENCHANTED Enchantments of all types can befall you temporarily. Brief descriptions of these appear at the lower end of the stats area. Press $cmd[CMD_DISPLAY_CHARACTER_STATUS] for more details. You can search for full enchantment descriptions by pressing $cmd[CMD_DISPLAY_COMMANDS]/T. %%%% HINT_YOU_POISON Poison will rapidly reduce your health. You can wait it out with $cmd[CMD_REST], but if you're in combat or lethally poisoned, you'll probably want to quaff a potion of curing. %%%% HINT_MULTI_PICKUP There are a lot of items here. You choose what to pick up from a menu: press $cmd[CMD_PICKUP] or click on the player doll to enter the pickup menu. To leave the menu, confirm your selection with Enter. %%%% HINT_FULL_INVENTORY Sadly, your inventory is limited to 52 items, and it appears your knapsack is full. However, this is easy enough to rectify: simply $cmd[CMD_DROP]rop some of the stuff you don't need right now. In the drop menu you can then comfortably select which items to drop by pressing their inventory letter, or by clicking on them. %%%% HINT_SHIFT_RUN Walking around takes fewer keystrokes if you press Shift-direction or / direction. That will let you run until a monster comes into sight or your character sees something interesting. %%%% HINT_MAP_VIEW As you explore a level, orientation can become difficult. Press $cmd[CMD_DISPLAY_MAP] to bring up the level map. Typing ? shows the list of level map commands. Most importantly, moving the cursor to a spot and pressing . or Enter lets your character move there on its own. Also, clicking on the right-side minimap with your right mouse button will zoom into that dungeon area. Clicking with the left mouse button instead will let you move there. %%%% HINT_AUTO_EXPLORE Fully exploring a level and picking up all the interesting looking items can be tedious. To save on this tedium you can press $cmd[CMD_EXPLORE] to auto-explore, which will automatically explore unmapped regions, automatically pick up interesting items, and stop if a monster or interesting dungeon feature (stairs, altar, etc.) is encountered. %%%% HINT_DONE_EXPLORE Hey, you've finished exploring the dungeon on this level! You can search for stairs from the level map ($cmd[CMD_DISPLAY_MAP]) by pressing >. The cursor will jump to the nearest staircase, and by pressing . or Enter your character can move there, too. Each level of Crawl has three white up and three white down stairs. Unexplored parts can often be accessed via another level. %%%% HINT_AUTO_EXCLUSION To prevent autotravel or autoexplore taking you into dangerous territory, you can set travel exclusions by entering the map view ($cmd[CMD_DISPLAY_MAP]) and then toggling the exclusion radius on the monster position with e. To make this easier, some immobile monsters listed in the auto_exclude option (such as this one) are considered dangerous enough to warrant an automatic setting of an exclusion. It will be automatically cleared if you manage to kill the monster. You could also manually remove the exclusion with $cmd[CMD_DISPLAY_MAP]ee but unless you remove this monster from the auto_exclude list, the exclusion will be reset the next turn. %%%% HINT_HEALING_POTIONS Your health is getting dangerously low. Retreating and/or quaffing a potion of heal wounds or curing might be a good idea. %%%% HINT_NEED_HEALING If you're low on health or magic and there's no urgent need to move, you can rest for a bit. Ideally, you should retreat to an area you've already explored and cleared of monsters before resting, since resting on the edge of the explored terrain increases the risk of rest being interrupted by a wandering monster. Press $cmd[CMD_REST] or shift-numpad-5 , or click on the 'rest' button, to do so. %%%% HINT_NEED_POISON_HEALING You are lethally poisoned, so now would be a good time to $cmd[CMD_QUAFF]uaff a potion of heal wounds or, better yet, a potion of curing. If you have seen neither of these so far, try unknown potions in your inventory. Good luck! %%%% HINT_ON_FIRE You have been covered in sticky liquid flame. You can put this out more quickly by spending your turns moving, or put it out entirely by walking into a nearby pool of water. Whatever covered you in liquid flames may light you further on fire while you run around, however. %%%% HINT_INVISIBLE_DANGER Fighting against a monster you cannot see is difficult. If you don't have a source of see invisibility, you can find invisible monsters by luring them into shallow water, opaque clouds (from a scroll of fog), or a corridor, where their movements will be more predictable. If things go south, try teleporting out, or leaving the level entirely! %%%% HINT_NEED_HEALING_INVIS You recently noticed an invisible monster, so unless you killed it or left the scene, resting might not be safe. If you still need to replenish your health or magic, you'll have to quaff an appropriate potion. For normal resting you will first have to get away from the danger. %%%% HINT_CAN_BERSERK Against particularly difficult foes, you should use your Berserk $cmd[CMD_USE_ABILITY]bility. Killing monsters while berserking makes it last longer. %%%% HINT_POSTBERSERK Berserking is extremely exhausting! Afterwards you are slowed down, and you won't be able to berserk again until enough time passes for your exhaustion to fade. %%%% HINT_RUN_AWAY_1 Whenever your health is very low and you're in danger of dying, check your options carefully. Often, retreat or use of some item might be a viable alternative to fighting on. %%%% HINT_LAST_MINUTE_BERSERK With Trog's support, you can use your Berserk ability ($cmd[CMD_USE_ABILITY]) to temporarily gain more health and greater strength. Bear in mind that berserking at the last minute is often risky, and prevents you from using items to escape! %%%% HINT_RUN_AWAY_2 If retreating to another level, keep in mind that monsters may follow you if they're standing right next to you when you start climbing or descending the stairs. And even if you've managed to shake them off, they'll still be there when you come back, so you might want to use a different set of stairs when you return. %%%% HINT_RETREAT_CASTER Without magical power you're unable to cast spells. While melee is a possibility, that's not where your strengths lie, so retreat (if possible) might be the better option. %%%% HINT_ADVISE_USE_WAND \nOr you could e$cmd[CMD_EVOKE]oke a wand to harm or weaken your foes. %%%% HINT_YOU_MUTATED Mutations can be good or bad. Potions of mutation are the most common way to remove bad mutations, though they can also give you new ones. Check your mutations with $cmd[CMD_DISPLAY_MUTATIONS]. %%%% HINT_NEW_ABILITY_GOD_PASSIVE You just gained a divine ability. Press $cmd[CMD_DISPLAY_RELIGION] or press Shift and right-click on the player tile to take a look at your abilities. %%%% HINT_NEW_ABILITY_GOD_ACTIVE You just gained a divine ability. Press $cmd[CMD_USE_ABILITY] to take a look at your abilities or to use one of them. %%%% HINT_NEW_ABILITY_ITEM That item you just equipped granted you a new ability. Press $cmd[CMD_USE_ABILITY] (or click in the command panel) to take a look at your abilities or to use one of them. %%%% HINT_ITEM_FLIGHT Flight will allow you to cross deep water or lava. Items that allow you to fly will activate automatically when worn. %%%% HINT_ITEM_RESISTANCES Equipping this item affects your resistances. Check the overview screen ($cmd[CMD_RESISTS_SCREEN] or click on the character overview button in the command panel) for details. %%%% HINT_GOD_DISPLEASED Uh-oh, $1 is growing displeased because your piety is running low. Possibly this is the case because you're committing heretical acts, because $1 finds your worship lacking, or a combination of the two. If your piety goes to zero, then you'll be excommunicated. Better get cracking on raising your piety, and/or stop annoying your god. In any case, you'd better reread the religious description. To do so, press $cmd[CMD_DISPLAY_RELIGION] or press Shift and right-click on your avatar. %%%% HINT_WIELD_WEAPON You can easily switch back to your weapon in slot a by pressing $cmd[CMD_WEAPON_SWAP]. To change the slot of an item, press $cmd[CMD_ADJUST_INVENTORY]i and choose the appropriate slots. %%%% HINT_FLEEING_MONSTER Now that monster is scared of you! Note that you do not absolutely have to follow it. Rather, you can let it run away. Sometimes, though, it can be useful to attack a fleeing creature by throwing something after it. If you have any stones in your $cmd[CMD_DISPLAY_INVENTORY]nventory, you can look at one of them to read an explanation of how to do this. %%%% HINT_MONSTER_BRAND That monster looks a bit unusual. You might wish to examine it a bit more closely by hovering your mouse over its tile. pressing $cmd[CMD_LOOK_AROUND] and moving the cursor onto its square. %%%% HINT_MONSTER_FRIENDLY That monster is friendly to you and will attack your enemies. You can command your allies by pressing $cmd[CMD_SHOUT]. %%%% HINT_TEMPORARILY_FRIENDLY However, it is only temporarily friendly, and will become dangerous again when this friendliness wears off. %%%% HINT_MONSTER_SHOUTED_UNSEEN Uh-oh, some monster noticed you, either one that's around a corner or one that's invisible. Plus, the noise it made will alert other monsters in the vicinity, who will come to check out what the commotion was about. %%%% HINT_MONSTER_SHOUTED_SEEN Uh-oh, that monster noticed you! Plus, the noise it made will alert other monsters in the vicinity, who will come to check out what the commotion was about. %%%% HINT_MONSTER_NO_SHOUT Uh-oh, that monster noticed you! Fortunately, it didn't make any noise, but many monsters do make noise when they notice you. That will alert other monsters in the area, who will come to check out what the commotion was about. %%%% HINT_MONSTER_LEFT_LOS $1 didn't vanish, but merely moved onto a square which you can't currently see. It's still nearby, unless something happens to it in the short amount of time it's out of sight. %%%% HINT_SEEN_ZERO_EXP_MON That $1 is $2. While technically a monster, it's more like dungeon furniture, since it's harmless and doesn't move. If it's in your way you can attack and kill it like other monsters, but you won't get any experience for doing so. %%%% HINT_ABYSS Uh-oh, you've wound up in the Abyss! The Abyss is a special place where you cannot remember or map where you've been; it is filled with nasty monsters, and you're probably going to die. To increase your chances of survival until you can find the exit (a flickering $1), keep moving, don't fight any of the monsters, and don't chase after items on the ground. If monsters are closing in, try to use items and abilities to get away. %%%% HINT_SPELL_MISCAST_EFFECTS Miscasting a spell can have nasty consequences, particularly for the more difficult spells. Your chance of successfully casting a spell increases with your magic skills, and can also be improved with the help of some items. Use the $cmd[CMD_DISPLAY_SPELLS] command or mouse over the spell tiles to check your current failure rates. %%%% HINT_YOU_MISCAST You just miscast a spell. %%%% HINT_MISCAST_ARMOUR Wearing heavy body armour or using a shield, especially a large one, can severely hamper your spellcasting abilities. You can check the effect of this by comparing the failure rates on the $cmd[CMD_CAST_SPELL]\? screen with and without the item being worn. %%%% HINT_MISCAST_CONTAMINATION_AND_MP If the spellcasting success chance is high (which can be checked by entering $cmd[CMD_CAST_SPELL]\? or $cmd[CMD_DISPLAY_SPELLS]) then a miscast merely means the spell is not working, along with a harmless side effect. However, for spells with a high failure rate, there's a chance of contaminating yourself with magical energy, plus a chance of an additional harmful side effect. Normally this isn't a problem, since magical contamination bleeds off over time, but if you're repeatedly contaminated in a short amount of time you'll mutate or suffer from other ill side effects. Note that a miscast spell will still consume the full amount of MP that a successfully cast spell would. %%%% HINT_GLOWING You've accumulated so much magical contamination that you're glowing! You usually acquire magical contamination from using some powerful magics, like invisibility, or from miscasting spells. %%%% HINT_CONTAMINATION_MILD As long as the status only shows in grey nothing will actually happen as a result of it, but as you continue suffusing yourself with magical contamination you'll eventually start glowing for real, which can have nasty effects, such as mutating you or dealing direct damage. In addition, glowing is going to make you much more noticeable. %%%% HINT_CONTAMINATION_SEVERE This normally isn't a problem as contamination slowly bleeds off on its own, but it seems that you've accumulated so much contamination over a short amount of time that it can have nasty effects, such as mutating you or dealing direct damage. In addition, glowing is going to make you much more noticeable. %%%% HINT_YOU_RESIST Most attacks in Crawl are defended against by your AC. Some, like fire or draining attacks, can be further reduced by specific resistances. Other magical effects, such as Slow or Confusion hexes, are resisted by your willpower. You'll find items that increase both kinds of resistances. To view your current set of resistances, right-click on the player avatar, or press $cmd[CMD_RESISTS_SCREEN]. %%%% HINT_CAUGHT_IN_NET While you are held in a net, you cannot move around or engage monsters in combat. Instead, any movement you take is counted as an attempt to struggle free from the net. {{ if crawl.hints_type() == "magic" then return "Note that casting spells is still very much possible, as is" .. " using wands, scrolls and potions." else return "Note that using wands, scrolls and potions is still very much" .. " possible." end }} %%%% HINT_YOU_SILENCE While you are silenced, you cannot cast spells, read scrolls or use divine invocations. The same is true for any monster within the effect radius. The field of silence (recognizable by the special-looking frame tiles different-coloured floor squares) is always centered on you and will move along with you. The radius will gradually shrink, eventually making you the only one affected, before the effect fades entirely. %%%% HINT_AUTOPICKUP_THROWN When stepping on items you've thrown, they will be picked up automatically. %%%% HINT_GAINED_SPELLCASTING As your Spellcasting skill increases, you will be able to memorise more spells, and will have somewhat more MP. You'll also beomce lsightly better at casting all kinds of spells. Press $cmd[CMD_DISPLAY_SKILLS] (or click on the skill button in the command panel)to have a look at your skills and manage their training. %%%% HINT_FUMBLING_SHALLOW_WATER Fighting in shallow water will sometimes cause you to slip and fumble your attack. If possible, try to fight on firm ground. %%%% HINT_CLOUD_WARNING Rather than step into this cloud and hurt yourself, you should either wait for a few turns to see if it vanishes (with $cmd[CMD_WAIT]), or just step around it. %%%% HINT_FOUND_UNKNOWN You've found something new (but I don't know what)! %%%%