Stoat Soup for NetHack players ============================== Linley's Dungeon Crawl was inspired by NetHack, and while the two games have drifted apart, it won't be completely unfamiliar. One of the main differences is that Crawl doesn't want information to be hidden in spoilers - if you could know it by reading spoilers (eg "is this monster's corpse good to eat?" "what's this weapon's base damage?"), you're just told it. If you press ? you can read a huge amount of help. You need to identify items, but there aren't many shortcuts like price-IDing, so a lot of the time you will identify items by wearing or wielding them, or by reading unIDed scrolls or quaffing unIDed potions. Scrolls of identify are pretty common, and it's safe to read scrolls with nothing around, so it's normal to wait until you get stacks of 2 scrolls and read them hoping to find identify. Potions aren't so safe to identify by quaffing, but potions also have a decent chance of saving you if things are desperate, so sometimes you'll identify them by quaffing them when otherwise you're going to die. There are cursed weapons, armour, rings, and amulets - but no blessed items. Scrolls of remove curse uncurse everything in your inventory. Hence, it's safe to wear or wield unknown items if you have some scrolls of remove curse - not so much otherwise, but maybe the item is so good you're willing to take the chance. You can examine an item in the inventory by pressing its letter, and Crawl tells you a lot more about items than NetHack does. If an item looks plain - "a broadsword" - it is at _best_ uncursed +0. "A broadsword of flaming" might still be cursed -2, but definitely does bonus damage with its fiery blade. "A runed broadsword" (with a blue name) might well be good - perhaps a +4 broadsword of flaming - but if it's not, it could well be cursed with a negative enchantment. "A fine broadsword" (with a white name, and if you examine it it says "This ancient artefact cannot be changed by magic or mundane means") is an artefact. Artefacts are more like NetHack artefacts (but can also be armour or jewellery), with a wide range of powers, but most of them are "randarts", randomly generated. They're not all good, either! You'll almost never identify weapons, armour, or jewellery which aren't artefacts, but you might have enough of a surplus of scrolls to use on artefacts. Unlike in NetHack, you won't always end the game wielding an artefact - a +9 broadsword of flaming, say, might well do more damage than any artefact you find. You need to eat food to survive, and most of the time you'll eat corpses - use 'c' to chop them up into chunks. Normally you can't eat raw flesh until you are Hungry - but it's safe to hang onto chunks until you are, your character throws them away when they are not safe to eat. Some corpses are "mutagenic" - you can eat those any time, but the effects may be exciting. The dungeon branches, like in NetHack, but much more so. Important early branches are the Temple, the Lair of Beasts, and the Orcish Mines. The Temple contains many altars to the gods, and no monsters; the Lair and the Orcish Mines are not _absurdly_ dangerous when you encounter them. The help menu can tell you about all the branches (and everything else) in the game. Crawl does not like typo deaths. Your character will not walk into lava just because you mistype; you will be warned before taking action that angers your god. What makes Crawl hard to win is that the monsters are much more dangerous, and particularly that they stay dangerous all game. You almost always die by running out of hitpoints. Items can't be destroyed in your inventory, and consumables are important, so carry them around. You're not saving potions and scrolls to dilute and blank, but to save your life when things get bad; there's no prize for dying with 10 potions of heal wounds. Most characters don't start with a god, and each of the Crawl gods is very different - they grant different powers and impose different restrictions. You'll have to work out what is best for your character, and whether it's better to take the reasonable god whose altar you have found early or to hold out for the one you really wanted. Some species differ from humans only in stats and skill aptitudes, a bit like NetHack's elves and dwarves, but others are much more different - eg, ghouls crave flesh and heal when they eat it, felids are sentient cats, and demonspawn gain demonic traits as they level up. On the character selection screen, the species on the left are more straightforward to play. Background is just what you start with - unlike NetHack where your class determines how much you can #enhance your skills, what resistances you get when you level up, which Quest you do, and so forth. Nothing is stopping you from starting a Fighter and learning spells, or a Conjurer and hitting monsters with a stick - except getting killed while you're learning the new skills. Skills train up as you gain experience. You can either use automatic skill training (which trains up what you are using) or manual (complete control of where your XP goes). Automatic skill training can't make too big a mess of things, but as a more experienced player you may want complete control - for example if you're desperate to get a particular spell working, you might dump all your XP into the relevant skill. Your species determines your aptitude for each skill, and it's easier to focus on what your species does well. Items don't have weight; the only inventory pressure comes from the inventory being limited to 52 slots. There are no bags to put things in. The "encumbrance" listed on body armour affects how easy it is to cast spells in it and how much it affects your evasion and ability to hit things. There are three stats. Strength reduces the downsides of heavy armour and makes you do more damage with most weapons, especially maces and flails. Intelligence makes you better at casting spells. Dexterity makes you better at hitting and dodging attacks, and helps damage with some light weapons like rapiers. Crawl's levels are bigger than NetHack's (but not as big as you might think); a useful command is 'o', autoexplore. Autoexplore isn't always great at the start of a level - it may leave you far from the stairs when you see the first monster - but it's very good at making sure you've seen all the items and looked into every corner. Autoexplore showed you all the items - and you can do Ctrl-F to find where they are, so you don't have to stash everything just to be able to find it later. Furthermore, you can hit Enter on an item in the Ctrl-F search results to travel to the item you want.