Mention that only some statues can be destroyed by melee (e.g. not granite statues).
Among classes that start with a religion, mention death knights (at least those that draw their power from Yred).
Mention that hill orcs are not poor at ice elemental magic.
Mention that spriggans need little food, are herbivores [1840676], and cannot wear most armour.
Mention that unarmed combat, like fighting, can be brought to level 2 by attacks on plants and fungi.
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arrows, and an Elven battle magician. The prime aim of the tutorials is
to explain Crawl's interface. They do not focus on 'optimal' gameplay
arrows, and an Elven magician. The prime aim of the tutorials is to
explain Crawl's interface. They do not focus on 'optimal' gameplay
Resistance: and enchantments and similar magic directed at you.
----------- Although your magic resistance increases with your level
to an extent determined by your character's species, the
creatures you will meet deeper in the dungeon are better
at casting spells and are more likely to be able to affect
you. MR is an internal variable, so you can't see what
yours is, but you can get a rough idea by pressing '@'.
Resistance: and similar magic directed at you. Although your magic
----------- resistance increases with your level to an extent
determined by your character's species, the creatures you
will meet deeper in the dungeon are better at casting
spells and are more likely to be able to affect you. MR is
an internal variable, so you can't see what yours is, but
you can get a rough idea by pressing '@'.
practising the skill in question (e.g. fight with a certain type of
weapon, cast a certain type of spell, or walk around wearing light
armour to practise stealth). The amount of unassigned experience points
is shown next to your experience total on the main screen as well as on
the skills screen, and the number in blue next to each skill counts up
from 0% to 100% as you get closer to gaining a level in that skill.
practising the skill in question (e.g. fighting with a certain type of
weapon, casting a certain type of spell, or walking around wearing
light armour to practise stealth). The amount of unassigned experience
points is shown next to your experience total on the main screen as well
as on the skills screen, and the number in blue next to each skill
counts up from 0% to 100% as you get closer to gaining a level in that
skill.
Darts are effective when simply thrown; other kinds of ammunition
require you to wield an appropriate device to inflict worthwhile damage.
Ammunition has only one "plus" value, which affects both accuracy and
damage. If you have ammunition suitable for what you are wielding, the
'f' command will choose the first lot in your inventory, or you can use
the 't' command to throw anything. If you are using the right kind of
hand weapon, you will "shoot" the ammunition, otherwise you "throw" it.
At times it also sensible to throw weapons like spears, daggers, or
hand axes.
Several kinds of ammunition, such as javelins, are effective when simply
thrown; other kinds require you to wield an appropriate device to
inflict worthwhile damage. Ammunition has only one "plus" value, which
affects both accuracy and damage. If you have ammunition suitable for
what you are wielding, the 'f' command will choose the first lot in your
inventory, or you can use the 't' command to throw anything. If you are
using the right kind of hand weapon, you will "shoot" the ammunition,
otherwise you will "throw" it. At times it is also sensible to throw
weapons like spears, daggers, or hand axes.
save these up for the more powerful and inscrutable magic items, like
rings. You can read scrolls (and by doing so invoke their magic) with
save these up for the more powerful and inscrutable magic items, such
as rings. You can read scrolls (and by doing so invoke their magic) with
invoke the power of a wand by 'z'apping it. See section I. for
targeting. There are also a number of wands that may be useful to zap
at yourself, but it is usually prudent to know what you're zapping at
yourself before you do so.
invoke the power of a wand by 'z'apping it. See section I for targeting.
There are also a number of wands that may be useful to zap at yourself,
but it is usually prudent to know what you're zapping at yourself before
you do so.
items. They hold spells which you can cast without having to memorise
them first and without consuming food. You must wield a rod like a
item. They hold spells which you can cast without having to memorise
them first, and without consuming food. You must wield a rod like a
less restrictive for spellcasting than other armours.
Elven cloaks and boots are particularly useful to those who wish to be
stealthy. Elven bows are particularly effective in conjunction with
elven arrows. An Elf does even a bit better whenever using armour or
weapons of his own kind.
less restrictive for spellcasting than other armours. Elven cloaks and
boots are particularly useful to those who wish to be stealthy. Elven
bows are particularly effective in conjunction with elven arrows. An Elf
does even a bit better whenever using armour or weapons of his own kind.
expend some of your magical energy and you become hungrier (although
more intelligent spellcasters hunger less quickly from using magic).
expend some of your magical energy and become hungrier (although more
intelligent spellcasters hunger less quickly from using magic).
actions throughout but by praying you ask for attention. This is how you
dedicate corpse-sacrifices to your God, for example: press 'pD' to pray
first, and then dissect. Note that not all gods like this. Praying also
gives you a sense of what your God thinks of you, and can be used to
sacrifice things at altars. If for some reason you would rather like to
stop praying at some point, just press 'p' again.
actions throughout, but by praying you ask for attention. This is how
you dedicate corpse-sacrifices to your God, for example: press 'pD' to
pray first, and then dissect. Note that not all gods like this. Praying
also gives you a sense of what your God thinks of you, and can be used
to sacrifice things at altars.
It is much more difficult to get rid of bad mutations. A lucky
mutation attempt can actually remove mutations. However, the only
sure-fire way is to quaff a potion of cure mutation, which will attempt
to remove three random mutations.
It is much more difficult to get rid of bad mutations. A lucky mutation
attempt can actually remove mutations. However, the only sure-fire way
is to quaff a potion of cure mutation, which will attempt to remove
three random mutations.
accepting a more severe "food clock" can play Demigods with their
near-godly stats, or centaurs, with amazing missile skills and the speed
to take advantage of them. Draconians, on the other hand, reveal their
adult form (including aptitudes, and sometimes resistances) only at
level 7. These are a deviation from the usual rule that after choosing a
race, the complete future of that character lies in the hand of the
player. Nearly every race in the game "offers" a style of its own like
the above! Sadly, however, at present some do so far less than others.
accepting a more severe "food clock" can play Trolls with their massive
strength and regeneration from wounds, or Centaurs, with their amazing
missile skills and the speed to take advantage of them. Draconians, on
the other hand, reveal their adult form (including aptitudes, and
sometimes resistances) only at level 7. These are a deviation from the
usual rule that, after choosing a race, the complete future of that
character lies in the hands of the player. Nearly every race in the
game "offers" a style of its own like the above! Sadly, however, at
present some do so far less than others.
increase in level they become increasingly in touch with the powers of
death, but cannot use some types of necromancy which only affect
increase in levels, they become increasingly in touch with the powers
of death, but cannot use some types of necromancy which only affect
Genealogists would call these species Common Ogres and Sapient Ogres rather,
yet the folklore labels stuck somehow. These two are genuinely different
races stemming from a mythological progenitor, the Primordial Ogre.
While crossbreeding is possible, it is generally frowned upon in Ogre
societies: the resulting offspring is often ill-fated, and in very rare
cases, even two-headed ogres result.
Genealogists would rather call these species Common Ogres and Sapient
Ogres, yet the folklore labels stuck somehow. These two are genuinely
different races stemming from a mythological progenitor, the Primordial
Ogre. While crossbreeding is possible, it is generally frowned upon in
Ogre societies: the resulting offspring is often ill-fated, and in very
rare cases, even two-headed ogres result.
The Centaurs are another race of hybrid creatures: horses with a
human torso. They usually live in forests, surviving by hunting.
The Centaurs are another race of hybrid creatures: horses with human
torsos. They usually live in forests, surviving by hunting.
have excellent attributes (strength, int, dex) and are extremely robust;
they can also draw on great supplies of magical energy. On the downside
they advance very slowly in experience, gain skills slightly less
quickly than humans, and due to their status cannot worship the various
Gods and Powers available to other classes of being.
have excellent attributes (str, int, dex) and are extremely robust; they
can also draw on great supplies of magical energy. On the downside, they
advance very slowly in experience, gain skills slightly less quickly
than humans, and, due to their status, cannot worship the various Gods
and Powers available to other classes of being.
great is their speed that a spriggan can overtake a centaur.
great is their speed that a spriggan can overtake a centaur. Due to
their tiny size, they need very little food. However, they are
herbivorous and cannot eat meat. Their size also makes them unable to
wear most armour.
The minotaur is yet another hybrid - a human body with a bovine head.
It delves into the Dungeon because of its instinctive love of twisting
passageways.
The Minotaurs are yet another race of hybrids - human bodies with bovine
heads. They delve into the Dungeon because of their instinctive love of
twisting passageways.
surprising nimble on land as well as in the water. Experts at swimming,
they need not fear drowning as they can quickly slip out of any
encumbering armour during the transformation into their half-fish form.
surprisingly nimble on land as well as in the water. Experts at
swimming, they need not fear drowning, as they can quickly slip out of
any encumbering armour during the transformation into their half-fish
form.
Elementalists, Venom Mages, Transmuters and Warpers. A magician is
the best at using magic. Magicians start with a dagger, a robe, and
a book of spells which should see them through the first several
levels.
Elementalists, Venom Mages, Transmuters and Warpers. Magicians are
the best at using magic. They start with a dagger, a robe, and a book
of spells which should see them through the first several levels.
This skill lets you use wands much more effectively both in terms of
damage as well as in terms of precision. Furthermore, with high
Evocations, you can easily deduce the number of charges in a wand
through usage. Similarly, all other items that have certain powers
(like crystal balls) work better for characters trained in this skill.
Like Invocations, Evocations is easier to learn than other skills.
This skill lets you use wands much more effectively, in terms of both
damage and precision. Furthermore, with high Evocations, you can easily
deduce the number of charges in a wand through usage. Similarly, all
other items that have certain powers (like crystal balls) work better
for characters trained in this skill. Like Invocations, Evocations is
easier to learn than other skills.
. Travels to cursor (also Enter, Del and , and ;)
(if the cursor is on the character, moves cursor
. Travel to cursor (also Enter, Del and , and ;)
(if the cursor is on the character, move cursor
p Fires at previous target (if still in sight).
f or t Smart-firing: fires at previous target, if it is
still in sight; and else fires at the cursor
p Fire at previous target (if still in sight).
f or t Smart-firing: fire at previous target, if it is
still in sight; and else fire at the cursor
Ctrl-P, These two commands allow to change ammunition
Ctrl-N while targeting. The choice is subject to the
fire_order option. Usually, you change missiles
according to your launcher: ie. when wielding a
bow, Ctrl-N and Ctrl-P will cycle through all
stacks of arrows in your inventory.
Shift-Direction Fires straight in that direction. You can go
Ctrl-P, These two commands allow you to change
Ctrl-N ammunition while targeting. The choice is
subject to the fire_order option. Usually, you
change missiles according to your launcher; i.e.
when wielding a bow, Ctrl-N and Ctrl-P will
cycle through all stacks of arrows in your
inventory.
Shift-Direction Fire straight in that direction. You can go
several shortcuts. The same applies to the pickup menu.
In the following, if an item is already selected, the key will deselect
it (except for ',' and '-', obviously).
( Selects all missiles.
) Selects all hand weapons.
[ Selects all armour.
? Selects all scrolls.
% Selects all food.
& Selects all carrion.
+ Selects all books.
/ Selects all wands.
\ Selects all staves.
! Selects all potions.
= Selects all rings.
" Selects all amulets.
} Selects all miscellaneous items.
several shortcuts. The same applies to the pickup menu. In the
following, if an item is already selected, the key will deselect it
(except for ',' and '-', obviously).
( Select all missiles.
) Select all hand weapons.
[ Select all armour.
? Select all scrolls.
% Select all food.
& Select all carrion.
+ Select all books.
/ Select all wands.
\ Select all staves.
! Select all potions.
= Select all rings.
" Select all amulets.
} Select all miscellaneous items.