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authordploog <dploog@c06c8d41-db1a-0410-9941-cceddc491573>2009-06-16 22:00:15 +0000
committerdploog <dploog@c06c8d41-db1a-0410-9941-cceddc491573>2009-06-16 22:00:15 +0000
commit9a9653dd938fe46487d8e41a8a0008d6980e78d2 (patch)
tree890bb5689c477058af60ff887cb80f770c9e637d /crawl-ref/docs/crawl_manual.txt
parent7e82b5651344d1083dec911a9ceda778ed2a420a (diff)
downloadcrawl-ref-9a9653dd938fe46487d8e41a8a0008d6980e78d2.tar.gz
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Mention spell hunger costs in the manual. Also changed the section about
primary attributes. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9992 c06c8d41-db1a-0410-9941-cceddc491573
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1 files changed, 18 insertions, 12 deletions
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+++ b/crawl-ref/docs/crawl_manual.txt
@@ -200,16 +200,7 @@ Evasion: Abbreviated to "EV". This helps you avoid being hit by
unpleasant things (but will not reduce the amount of
damage you suffer if you do get hit).
-Primary attributes describe the character's abilities to fight, dodge,
-learn spells, etc. They grow permanently from gaining levels, and may
-increase temporarily from using appropriate artefacts or abilities. They
-may decrease for various reasons, as well.
-
-If any one of these drops to zero for some reason, you die. Note that
-upon gaining Levels 3, 6, 9, etc., you get to choose an attribute to
-raise. Random increases can also occur; which levels give an increase
-is determined by species, as is the attribute to be increased. Crawl
-has only three primary attributes:
+Your hero's primary attributes are Strength, Dexterity, Intelligence:
Strength: Abbreviated to "Str". Affects the amount of damage you do
in combat, as well as how much stuff you can carry.
@@ -225,6 +216,19 @@ Dexterity: Abbreviated to "Dex". Affects your accuracy in combat,
use thiefly skills such as backstabbing and disarming
traps.
+They grow permanently from gaining levels, and may increase or decrease
+temporarily from mutations or using appropriate artefacts or abilities.
+
+If any one of these drops to zero for some reason, you die. This can be
+a nasty and deadly surprise. As a rule of thumb, you are safe from this
+type of death if all of your attributes are at least 7.
+
+Upon gaining Levels 3, 6, 9, etc., you get to choose an attribute to
+raise. Random increases can also occur; which levels give an increase
+is determined by species, as is the attribute to be increased.
+
+The next numbers shown are the Experience Pool and the (dungeon) Level:
+
Exp Pool: This is different to all the other figures you can see in
the stat area. The Pool is a highly fluctuating number
ranging between 0 and 20000. It is increased whenever you
@@ -993,8 +997,10 @@ memorise a certain number of levels of spells; type 'M' to find out how
many. When you gain experience levels or advance the Spellcasting skill,
your maximum increases; you will need to save up for several levels to
memorise the more powerful spells. When casting a spell, you temporarily
-expend some of your magical energy and become hungrier (although more
-intelligent spellcasters hunger less quickly from using magic).
+expend some of your magical energy and become hungrier (although high
+intelligence and Spellcasting help against hunger from spells). Pressing
+'II' (or 'I!') displays the hunger costs of your spells in terms of food,
+on a rough scale of none, grape, apple, choko, ration.
You activate a memorised spell by pressing 'z' (for Zap). Use 'I' to
display a list of all memorised spells without actually casting one. The