git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9800 c06c8d41-db1a-0410-9941-cceddc491573
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different views on the latter).
The tutorial has a special help screen (viewed by pressing '??') and
ends when you reach the seventh experience level.
different views on the latter). The tutorial has a special help screen
(viewed by pressing '??') and ends when you reach the seventh experience
level.
information. It starts with the character's name and title (determind by
the character's highest skill), followed by a lot of numbers.
information. It starts with the character's name and title (determined
by the character's highest skill), followed by a lot of numbers.
To purchase an item, press the letter of the item in the shop menu;
you can examine stuff before you buy it by pressing 'v' and then the
letter of the item.
To purchase one or more items, select them by pressing the letters of
the item in the shop menu and then press Enter to make the purchase; you
can examine stuff before you buy it by pressing '!' and then the letter
of the item.
The above assumes use of the default option 'stash_tracking = all'. If
for some reason (e.g. to speed up performance) you've changed the value
of the stash_tracking option, you can press 'Ctrl-S' to tell Crawl that
a given square is considered a stash. 'Ctrl-E' manually erases stashes.
in this way need have a special property (they often have some
enchantment, though):
- weapons: glowing, runed;
in this way need have a special property (they often have some positive
or negative enchantment, though):
- general: glowing, runed;
- ( and ) allow to change the ammunition. This is useful when you have
several types of appropriate ammunition, say poisoned needles and
- '(' and ')' allow to change the ammunition. This is useful when you
have several types of appropriate ammunition, say poisoned needles and
standard distribution has them in the lua/ directory. Have a look at the
single scripts for short descriptions.
standard distribution has them in the dat/lua/ directory. Have a look at
the single scripts for short descriptions.
Due to their fey natures, all Elves are good at using enchantments and
air elemental magic, and most are poor at using the powers of earth and
death (necromancy).
Due to their fey natures, all Elves are good at using magic in general
and air elemental magic in particular, while their affinity for other
types of magic varies among the different sub-species.
the traditional areas of High Elven magic (enchantments, conjurations
and divinations). On the other hand, they are superlative transmuters,
the traditional areas of High Elven magic (enchantments and
conjurations). On the other hand, they are superlative transmuters,
with bows and other missile weapons; they are also reasonable at the
Fighting skill while being slow learners at specific weapon skills.
with bows and other missile weapons; they are also reasonable at
fighting in general while being slow learners at specific weapon skills.
Upon growing, they learn to transform into quick bats and, later, how
to draw potions of blood from fresh corpses.
They can drink from fresh corpses with the 'e' command. Upon growing,
they learn to transform into quick bats and, later, how to draw
potions of blood from fresh corpses.
Healers:
--------
The Healer is a priest of Elyvilon. Healers begin with minor healing
powers, but can gain far greater abilities in the long run. They are
able to persuade monsters to abstain from bloodshed, gaining both piety
and experience that way.
various Elementalists, Venom Mages, Transmuters and Warpers. Magicians
are the best at using magic. Among other things, they start with a robe
and a book of spells which should see them through the first several
levels.
Transmuters, various Elementalists and Venom Mages. Magicians are the
best at using magic. Among other things, they start with a robe and a
book of spells which should see them through the first several levels.
Warpers:
--------
Warpers specialise in translocation magic, and are experts in travelling
long distances and positioning themselves precisely.
you don't get a long run advantage by starting out with a high fighting
skill). The first two levels of fighting skill can be obtained by
you don't get a long run advantage by starting out with a high Fighting
skill). The first two levels of Fighting skill can be obtained by
Ctrl-S Mark stash (this is only necessary with option
'stash_tracking = explicit').
Ctrl-E Erase stash (ignores the square from stash
tracking if using 'stash_tracking = explicit').
Ctrl-E Excludes a square from stash tracking.
lose maximum health points over time. Only potions of
healing restore these. The rotting itself is cured
itself if the maximal health is back to its initial
value, and it also expires after a while.
lose maximum hit points over time. Only potions, wands
and certain abilities restore these. The rotting itself
is cured with potions of healing or by waiting it out.