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authorRaphael Langella <raphael.langella@gmail.com>2012-05-01 14:22:37 +0200
committerRaphael Langella <raphael.langella@gmail.com>2012-05-01 14:22:37 +0200
commit01e888ebf1c508374b95f954fa4b2b59dac467e5 (patch)
treee7ecc1f2ca8cb6a0b8e865eb3991b08edc43da3e /crawl-ref/source/dat/descript/skills.txt
parentf8456569e58c2e38585c18a4f41b50264e741f36 (diff)
downloadcrawl-ref-01e888ebf1c508374b95f954fa4b2b59dac467e5.tar.gz
crawl-ref-01e888ebf1c508374b95f954fa4b2b59dac467e5.zip
Fix descriptions wrapping (again)
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-rw-r--r--crawl-ref/source/dat/descript/skills.txt190
1 files changed, 93 insertions, 97 deletions
diff --git a/crawl-ref/source/dat/descript/skills.txt b/crawl-ref/source/dat/descript/skills.txt
index a837140943..a754c3fd8e 100644
--- a/crawl-ref/source/dat/descript/skills.txt
+++ b/crawl-ref/source/dat/descript/skills.txt
@@ -10,10 +10,10 @@ and also increases your maximum hit points.
%%%%
Short Blades
-Being skilled with a particular type of weapon will allow you to attack
-more quickly with all weapons of this type, as well as increasing your
-accuracy and damage with them. It is generally recommended to concentrate
-your efforts on one or two weapon types to become more powerful in them.
+Being skilled with a particular type of weapon will allow you to attack more
+quickly with all weapons of this type, as well as increasing your accuracy
+and damage with them. It is generally recommended to concentrate your
+efforts on one or two weapon types to become more powerful in them.
Short Blades have a reputation for producing rather little damage in the
late game, but, on the other hand, they are the best implements for
@@ -24,20 +24,20 @@ Long Blades, and vice versa.
%%%%
Long Blades
-Being skilled with a particular type of weapon will allow you to attack
-more quickly with all weapons of this type, as well as increasing your
-accuracy and damage with them. It is generally recommended to concentrate
-your efforts on one or two weapon types to become more powerful in them.
+Being skilled with a particular type of weapon will allow you to attack more
+quickly with all weapons of this type, as well as increasing your accuracy
+and damage with them. It is generally recommended to concentrate your
+efforts on one or two weapon types to become more powerful in them.
Being skilled with Long Blades makes it easier to become more skilled with
Short Blades, and vice versa.
%%%%
Axes
-Being skilled with a particular type of weapon will allow you to attack
-more quickly with all weapons of this type, as well as increasing your
-accuracy and damage with them. It is generally recommended to concentrate
-your efforts on one or two weapon types to become more powerful in them.
+Being skilled with a particular type of weapon will allow you to attack more
+quickly with all weapons of this type, as well as increasing your accuracy
+and damage with them. It is generally recommended to concentrate your
+efforts on one or two weapon types to become more powerful in them.
Axes have some of the strongest two-handed weapons, although they require a
lot of skill to be used effectively.
@@ -47,36 +47,35 @@ Flails or Polearms, and vice versa.
%%%%
Maces & Flails
-Being skilled with a particular type of weapon will allow you to attack
-more quickly with all weapons of this type, as well as increasing your
-accuracy and damage with them. It is generally recommended to concentrate
-your efforts on one or two weapon types to become more powerful in them.
+Being skilled with a particular type of weapon will allow you to attack more
+quickly with all weapons of this type, as well as increasing your accuracy
+and damage with them. It is generally recommended to concentrate your
+efforts on one or two weapon types to become more powerful in them.
Being skilled with Maces & Flails makes it easier to become more skilled
with Axes or Staves, and vice versa.
%%%%
Polearms
-Being skilled with a particular type of weapon will allow you to attack
-more quickly with all weapons of this type, as well as increasing your
-accuracy and damage with them. It is generally recommended to concentrate
-your efforts on one or two weapon types to become more powerful in them.
+Being skilled with a particular type of weapon will allow you to attack more
+quickly with all weapons of this type, as well as increasing your accuracy
+and damage with them. It is generally recommended to concentrate your
+efforts on one or two weapon types to become more powerful in them.
Polearms can be evoked with 'v' to attack enemies from two spaces away.
-Being skilled with Polearms makes it easier to become more skilled with
-Axes or Staves, and vice versa.
+Being skilled with Polearms makes it easier to become more skilled with Axes
+or Staves, and vice versa.
%%%%
Staves
-Being skilled with a particular type of weapon will allow you to attack
-more quickly with all weapons of this type, as well as increasing your
-accuracy and damage with them. It is generally recommended to concentrate
-your efforts on one or two weapon types to become more powerful in them.
+Being skilled with a particular type of weapon will allow you to attack more
+quickly with all weapons of this type, as well as increasing your accuracy
+and damage with them. It is generally recommended to concentrate your
+efforts on one or two weapon types to become more powerful in them.
-Staves require a relatively low amount of skill to be used most
-effectively, although they lack the high damage potential of some other
-weapon classes.
+Staves require a relatively low amount of skill to be used most effectively,
+although they lack the high damage potential of some other weapon classes.
Being skilled with Staves makes it easier to become more skilled with Maces
& Flails or Polearms, and vice versa.
@@ -117,14 +116,13 @@ Slings, and vice versa.
Armour
Armour skill increases the AC gained by wearing heavy armour, and it also
-helps lessen the hindrance of heavy armour on melee combat and
-spellcasting.
+helps lessen the hindrance of heavy armour on melee combat and spellcasting.
%%%%
Dodging
-The Dodging skill will affect your chance of dodging an attack, be it
-melee, ranged or magical. Certain types of attack cannot be dodged,
-however, such as enchantments (which must be resisted) and explosions.
+The Dodging skill will affect your chance of dodging an attack, be it melee,
+ranged or magical. Certain types of attack cannot be dodged, however, such
+as enchantments (which must be resisted) and explosions.
%%%%
Stealth
@@ -135,8 +133,8 @@ monsters become more suspicious and observant as you descend.
%%%%
Stabbing
-Stabbing is the skill that governs the likeliness of doing a great amount
-of damage when attacking a distracted or helpless creature (usually with a
+Stabbing is the skill that governs the likeliness of doing a great amount of
+damage when attacking a distracted or helpless creature (usually with a
short blade), as well as the amount of extra damage dealt. Some gods may
disapprove of this.
%%%%
@@ -167,23 +165,23 @@ intelligence are the only factors countering spell hunger.
%%%%
Conjurations
-Being skilled in a magical "school" makes it easier to learn and cast
-spells of this school. Many spells belong to a combination of several
-schools, in which case spellcasting success and power will depend on the
-average skill in these schools.
+Being skilled in a magical "school" makes it easier to learn and cast spells
+of this school. Many spells belong to a combination of several schools, in
+which case spellcasting success and power will depend on the average skill
+in these schools.
Conjurations are battle oriented spells, which often work by conjuring up a
chunk of short-lived matter and propelling it towards the victim to deal
-direct damage. Being skilled in Conjurations usually increases the damage
-of such spells, and sometimes affects their range or the size of the area
+direct damage. Being skilled in Conjurations usually increases the damage of
+such spells, and sometimes affects their range or the size of the area
affected.
%%%%
Hexes
-Being skilled in a magical "school" makes it easier to learn and cast
-spells of this school. Many spells belong to a combination of several
-schools, in which case spellcasting success and power will depend on the
-average skill in these schools.
+Being skilled in a magical "school" makes it easier to learn and cast spells
+of this school. Many spells belong to a combination of several schools, in
+which case spellcasting success and power will depend on the average skill
+in these schools.
Hexes try to bestow various enchantments on nearby things. While none do
direct damage, being ensorcelled can effectively take an opponent out of
@@ -193,34 +191,34 @@ overcome this resistance.
%%%%
Charms
-Being skilled in a magical "school" makes it easier to learn and cast
-spells of this school. Many spells belong to a combination of several
-schools, in which case spellcasting success and power will depend on the
-average skill in these schools.
+Being skilled in a magical "school" makes it easier to learn and cast spells
+of this school. Many spells belong to a combination of several schools, in
+which case spellcasting success and power will depend on the average skill
+in these schools.
Charms provide you with a number of self-enhancing auras. Training Charms
skill will often increase the duration or effectiveness of these auras.
%%%%
Summonings
-Being skilled in a magical "school" makes it easier to learn and cast
-spells of this school. Many spells belong to a combination of several
-schools, in which case spellcasting success and power will depend on the
-average skill in these schools.
+Being skilled in a magical "school" makes it easier to learn and cast spells
+of this school. Many spells belong to a combination of several schools, in
+which case spellcasting success and power will depend on the average skill
+in these schools.
Summonings deals with summoning creatures from another plane of reality to
-join your army or distract your foes. Increasing Summonings skill may have
-a number of effects depending on the spell, such as longer duration, more
+join your army or distract your foes. Increasing Summonings skill may have a
+number of effects depending on the spell, such as longer duration, more
powerful allies, or lower chances of creating hostile creatures. Note that
summoned beings don't leave corpses and don't give experience when killed,
and their equipment is as ephemeral as they are.
%%%%
Necromancy
-Being skilled in a magical "school" makes it easier to learn and cast
-spells of this school. Many spells belong to a combination of several
-schools, in which case spellcasting success and power will depend on the
-average skill in these schools.
+Being skilled in a magical "school" makes it easier to learn and cast spells
+of this school. Many spells belong to a combination of several schools, in
+which case spellcasting success and power will depend on the average skill
+in these schools.
Necromancy is the art of draining and gaining life, although most often
associated with zombies and other undead. As such, Necromancy spells have a
@@ -229,21 +227,21 @@ to spells granting unholy healing in various forms.
%%%%
Translocations
-Being skilled in a magical "school" makes it easier to learn and cast
-spells of this school. Many spells belong to a combination of several
-schools, in which case spellcasting success and power will depend on the
-average skill in these schools.
+Being skilled in a magical "school" makes it easier to learn and cast spells
+of this school. Many spells belong to a combination of several schools, in
+which case spellcasting success and power will depend on the average skill
+in these schools.
-Translocations focus on the spatial movement of beings or objects,
-including useful spells to translocate yourself over short distances
-quickly or to transport your enemies away from you.
+Translocations focus on the spatial movement of beings or objects, including
+useful spells to translocate yourself over short distances quickly or to
+transport your enemies away from you.
%%%%
Transmutations
-Being skilled in a magical "school" makes it easier to learn and cast
-spells of this school. Many spells belong to a combination of several
-schools, in which case spellcasting success and power will depend on the
-average skill in these schools.
+Being skilled in a magical "school" makes it easier to learn and cast spells
+of this school. Many spells belong to a combination of several schools, in
+which case spellcasting success and power will depend on the average skill
+in these schools.
Transmutations deal with changing shapes. Many Transmutations involve
changing your own form, but the school also contains spells to change the
@@ -251,37 +249,35 @@ shape of enemies, or to transform objects around you.
%%%%
Fire Magic
-Being skilled in a magical "school" makes it easier to learn and cast
-spells of this school. Many spells belong to a combination of several
-schools, in which case spellcasting success and power will depend on the
-average skill in these schools.
+Being skilled in a magical "school" makes it easier to learn and cast spells
+of this school. Many spells belong to a combination of several schools, in
+which case spellcasting success and power will depend on the average skill
+in these schools.
Fire Magic focuses mainly on dealing fire damage over long distances, with
many effective Conjurations.
-Being skilled in Fire Magic makes Ice Magic harder to learn, and vice
-versa.
+Being skilled in Fire Magic makes Ice Magic harder to learn, and vice versa.
%%%%
Ice Magic
-Being skilled in a magical "school" makes it easier to learn and cast
-spells of this school. Many spells belong to a combination of several
-schools, in which case spellcasting success and power will depend on the
-average skill in these schools.
+Being skilled in a magical "school" makes it easier to learn and cast spells
+of this school. Many spells belong to a combination of several schools, in
+which case spellcasting success and power will depend on the average skill
+in these schools.
Ice Magic contains a range of direct damage spells, as well as some
defensive effects such as spells to craft temporary shields and armour from
ice.
-Being skilled in Ice Magic makes Fire Magic harder to learn, and vice
-versa.
+Being skilled in Ice Magic makes Fire Magic harder to learn, and vice versa.
%%%%
Air Magic
-Being skilled in a magical "school" makes it easier to learn and cast
-spells of this school. Many spells belong to a combination of several
-schools, in which case spellcasting success and power will depend on the
-average skill in these schools.
+Being skilled in a magical "school" makes it easier to learn and cast spells
+of this school. Many spells belong to a combination of several schools, in
+which case spellcasting success and power will depend on the average skill
+in these schools.
Air Magic provides spells to deal damage directly with the wind, as well as
noisy but powerful lightning conjurations. It also provides some utility
@@ -293,25 +289,25 @@ versa.
%%%%
Earth Magic
-Being skilled in a magical "school" makes it easier to learn and cast
-spells of this school. Many spells belong to a combination of several
-schools, in which case spellcasting success and power will depend on the
-average skill in these schools.
+Being skilled in a magical "school" makes it easier to learn and cast spells
+of this school. Many spells belong to a combination of several schools, in
+which case spellcasting success and power will depend on the average skill
+in these schools.
Earth Magic contains spells able to deal large amounts of direct physical
damage, which cannot be resisted like fire, cold and lightning damage can.
-It is also linked with some Transmutations, with spells to liquefy the
-earth around you, or to turn your enemies to stone.
+It is also linked with some Transmutations, with spells to liquefy the earth
+around you, or to turn your enemies to stone.
Being skilled in Earth Magic makes Air Magic harder to learn, and vice
versa.
%%%%
Poison Magic
-Being skilled in a magical "school" makes it easier to learn and cast
-spells of this school. Many spells belong to a combination of several
-schools, in which case spellcasting success and power will depend on the
-average skill in these schools.
+Being skilled in a magical "school" makes it easier to learn and cast spells
+of this school. Many spells belong to a combination of several schools, in
+which case spellcasting success and power will depend on the average skill
+in these schools.
Poison magic is at its most useful early on, as many monsters are resistant
to poison in the later game. There are poison spells of high utility