Dungeon Crawl
Linley's Dungeon Crawl is a roguelike game. It was originated by Linley Henzell in 1995 with version 1.00 released in 1997 and is still being developed. The game is released on a open source license based on the Nethack General Public License.LineleyÃÂÃÂs Dungeon Crawl or Crawl starts by having the player choose one of 26 races. These races vary from the four different types of elves, the two types of dwarves, humans, ogres, kenku, merfolk, and other fantasy and mythological races. The race determines the starting attributes and how quickly different skills are advanced.
The next choose that the players makes is the class of the character there are 28 different chooses in total but with different races being limited to different jobs. The classes include the more traditional classes of fighter, wizard, thief and various specialties. There are elementalists for fire, ice, wind and earth. There are also monks, berserkers, assassins, crusaders, and wanderers. Wanderers receive a random assortment of skills. The class determines the starting equipment and skills of the character. The character afterward is free to attempt to learn any other skills.
The goal of Crawl is to recover the Orb of Zot that is hidden deep within the dungeon. While accomplishing this goal, the player will have to visit other branches of the dungeon such as the orcish mines and the liar which is filled with more natural beasts.
The skill system in Crawl covers most things an adventure would need. The skills include the ability to move freely in armor, move silently, attack things effectively with different types of weapons( pole arms, long blades, short blades, maces, whips, and staffs), casts spells from different areas of magic( the elements, necromancy, conjuration, enchantments, summoning). Each skill is trained by doing the action that the skill controls (e.g. hitting a monster with a long sword trains long blades and fighting skills).
The religion system in Crawl is more varied then in most roguelike games. There are 12 gods in total. Each god expects the character to act a certain way and will give rewards for conforming to their code of conduct. The berserker god, Trog, expects his followers to abstain from casting spells but gives rewards to help in battle. Sifa Muna expects characters to use spells very frequently and gives rewards to help in this area. Other gods companion against evil, while others are random in their actions. Xom treats his followers as toys giving punishments and rewards on a whim. Another god gives a deck of cards that produce many different results.
The magic system is divided into many parts. Each part is used in conjunction with another one to make a result. The areas of ice and enchantment are used to give the caster ice armor while fire and conjuration produce fireballs. Each school contains different effects that are very unique from the other areas.
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