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18.12.18 하엘적마 업데이트 High Elf & warrior-mage update
알 수 없는 이유로 던전에서 사라진 하이 엘프가 돌아왔습니다! 새롭게 추가된 부여술 주문과 함께 마전사를 다시 한 번 위대하게 만들어봅시다! + 하이 엘프가 돌아왔습니다! + 새로운 주문 : 적마도사의 방어막 Red Mage's Barrier 5레벨 부여술 주문으로, skald의 시작 책에 수록되어 있습니다. 과거 잠시 존재했던 song of shielding과 같은 효과의 주문으로, 짧은 시간 동안 받는 피해를 체력 대신 마력으로 받습니다. + 새로운 주문 : 수은 오라 Quicksilver Aura 6레벨 부여술/주술 주문입니다. 당신의 무기를 수은 오라로 휘감아, 공격한 적의 마법적 효과를 전부 해제하고 저항할 수 없는 8-20 데미지를 줍니다. The High Elves, who disappeared from the dungeon for unknown reasons, are back! Let's MAKE WARRIOR-MAGE GREAT AGAIN with the newly added charm spells! + The High Elf is back! + New Spell: Red Mage's Barrier Level 5 charm. This spell effects like 'a song of shielding' that has been in existence for a while, absorb damage by magic instead of health for a short time. + New Spell: Quicksilver Aura Level 6 charm / hex. Wrapping your weapon with quicksilver aura, dispelling the magical effects of enemy and giving Irresistible 8-20 damage.
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crawl-ref/docs/changelog.txt

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Stone Soup 0.23 (up to 0.23-a0-462-g7c42f869)
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---------------------------------------------
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Branches, Environment
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---------------------
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* New early vaults featuring thematic item shops and monsters guarding
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manuals.
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* Layouts:
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- Concentric octagons is enabled for Lair and Snake.
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- Cave pools (with adjusted parameters) is enabled for the Dungeon.
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Character
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---------
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* Wanderer starting spell libraries are announced along with equipment.
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* Wanderers that start with exactly one level 1 spell start with it memorized.
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* The player can no longer be put to sleep when paralyzed or petrified.
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Gods
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----
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* Monster conversion for Beogh, Gozag's Bribe, and Jiyva is attempted upon
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sight instead of on the turn after the monster enters LOS.
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* The acid damage from Makhleb's Minor Destruction has been reduced.
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Interface
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---------
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* The Hepliakqana ancestor reaching full health interrupts resting. The exact
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behavior of this interrupt can be configured by rest_wait_ancestor.
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* WebTiles users can use a "Forgot Password" link to reset their password
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via a link sent to their registration email address. This feature is not yet
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enabled on most official servers.
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Items
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-----
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* Stash search can now search by handedness.
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* Butchering a corpse always leaves a skeleton.
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* Wand charges for wands of digging, enslavement, flame, paralysis, polymorph,
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and random effects have been reduced.
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* Unrandarts:
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- The Singing Sword is now vorpal, and its sonic damage effect is stronger
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and triggers on-hit instead of while wielded.
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- The Spriggan's Knife loses Dex+4 and MR+ and converts all stabs to
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sleep-tier stabs.
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- The robe of Misfortune is now identified, and is +5 {*Contam *Corrode
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*Drain Harm *Slow and EV+5}.
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- The sceptre of Torment is now a +7 eveningstar of pain, and its torment
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does not affect the wielder.
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- The arc blade's effect now casts static discharge only once, but at very
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high spellpower. The weapon's enchantment is now +8.
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- Finisher loses Str+3 and gains a chance to instant-explode the target.
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- Unrandarts with melee effects that could anger nearby allies give a proper
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warning.
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Monsters
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--------
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* Monster weapons, armour, and wands are identified and revealed to the player
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when the monster is first seen.
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* The shambling mangrove Grasping Roots ability now performs smite-targeted
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constriction instead of applying a 'Roots' status.
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* Jorgrun gains the Grasping Roots spell and can now spawn in Swamp.
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* Orb run spawns are more frequently near the player and more dangerous.
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* Pandemonium lords' spell sets and attack brands are revealed.
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* Monster summons disappear whenever the summoner changes alignment from being
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charmed/uncharmed, pacified, or slimified.
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Spells
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------
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* Confusing touch works with a weapon wielded
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Stone Soup 0.22 (20180810)
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--------------------------
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crawl-ref/docs/develop/levels/syntax.txt

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@@ -1479,13 +1479,22 @@ MARKER: A = feat:<feature_name> or lua:<marker_expr>
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A marker ties a square on the map to a game-trigger of some sort
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(which depends on the marker and what feature it is on).
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Lua markers are used for more complex triggers such as entry to the
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Slime loot areas when the Royal Jelly dies, fog generators,
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transporters, etc.
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The portals to the Hells in the Vestibule of Hell are each annotated
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with feature markers like this:
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Here's a Lua marker that creates a cloud generator. For a
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MARKER: D=feat:enter_dis, G=feat:enter_gehenna
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When the horn is sounded, the stone arch at D becomes the portal to
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Dis, the arch at G becomes the portal to Gehenna. This behaviour
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applies only to the Vestibule of Hell.
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Lua markers are used for more complex triggers, such as for bazaar
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and labyrinth gates, rune pickup triggers for the branches of Hell,
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fog generators, etc.
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Here's a Lua marker that creates a cloud generator (for a
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full explanation of the various parameters, read the header
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of dat/dlua/lm_fog.lua.
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of dat/dlua/lm_fog.lua):
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MARKER: A = lua:fog_machine { \
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pow_max = 15, delay_min = 100, delay_max = 150, \

crawl-ref/docs/options_guide.txt

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tc_exclude_circle, runrest_ignore_message,
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runrest_stop_message, runrest_safe_poison,
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runrest_ignore_monster, rest_wait_both, rest_wait_percent,
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rest_wait_ancestor, explore_auto_rest, auto_exclude,
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wall_jump_move, wall_jump_prompt
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explore_auto_rest, auto_exclude, wall_jump_move,
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wall_jump_prompt
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3-g Command Enhancements.
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auto_switch, travel_open_doors, easy_unequip, equip_unequip,
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jewellery_prompt, easy_confirm, simple_targeting,
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when both HP and MP are fully restored, not when either one of
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them is restored.
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rest_wait_ancestor = false
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If rest_wait_ancestor is set to true then resting will only stop when
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the ancestor's health is fully restored in addition to player HP or MP
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(or both, if rest_wait_both is set).
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rest_wait_percent = 100
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When resting, if your HP or MP is below this percentage of being full,
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it will stop resting when this percent of maximum HP or MP is refilled.

crawl-ref/source/aptitudes.h

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APT(SP_HUMAN, SK_INVOCATIONS, 1),
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APT(SP_HUMAN, SK_EVOCATIONS, 0),
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#if TAG_MAJOR_VERSION == 34
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// SP_HIGH_ELF
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APT(SP_HIGH_ELF, SK_FIGHTING, 0),
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APT(SP_HIGH_ELF, SK_SHORT_BLADES, 2),
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APT(SP_HIGH_ELF, SK_POISON_MAGIC, -2),
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APT(SP_HIGH_ELF, SK_INVOCATIONS, 1),
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APT(SP_HIGH_ELF, SK_EVOCATIONS, 0),
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#endif
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// SP_DEEP_ELF
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APT(SP_DEEP_ELF, SK_FIGHTING, -2),

crawl-ref/source/book-data.h

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{ // Book of Enchantments
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SPELL_CAUSE_FEAR,
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SPELL_VIOLENT_UNRAVELLING,
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SPELL_QUICKSILVER_AURA,
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SPELL_SILENCE,
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SPELL_DISCORD,
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SPELL_SONG_OF_SLAYING,
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SPELL_SPECTRAL_WEAPON,
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SPELL_REGENERATION,
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SPELL_RED_BARRIER,
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},
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#endif
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SPELL_SUMMON_HYDRA,
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},
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{ // Book of Red Mage
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SPELL_SONG_OF_SLAYING,
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SPELL_RED_BARRIER,
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SPELL_QUICKSILVER_AURA,
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SPELL_DEFLECT_MISSILES,
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SPELL_RING_OF_FLAMES,
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},
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{ // Book of Annihilations
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SPELL_POISON_ARROW,
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SPELL_CHAIN_LIGHTNING,

crawl-ref/source/book-type.h

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BOOK_DREAMS,
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BOOK_ALCHEMY,
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BOOK_BEASTS,
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BOOK_RED_MAGE,
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BOOK_ANNIHILATIONS,
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BOOK_GRAND_GRIMOIRE,

crawl-ref/source/dat/des/altar/overflow.des

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e.kmons("1 = insubstantial wisp")
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elseif you.race() == "Halfling" then
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e.kmons("1 = hobgoblin ; mundane hunting sling")
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elseif you.race() == "High Elf" then
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e.kmons("1 = glowing orange brain")
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elseif you.race() == "Hill Orc" then
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e.kmons("1 = goblin ; mundane hand axe . mundane ring mail")
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elseif you.race() == "Human" then

crawl-ref/source/dat/descript/items.txt

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A book of powerful magic spells, crackling and shuddering with barely-contained
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energies.
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%%%%
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book of red mage
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A book of old warrior-mage, who called 'red mage'. Containing charm-based spells
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enhancing your combat.
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%%%%
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book of spatial translocations
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A basic spellbook on the magical field of Translocations.

crawl-ref/source/dat/descript/monsters.txt

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Urug, the Eye of Beogh
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The most bravest and courageous marksorc. According to the Boogh's will, only Urug was
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empowered to lead a war riding on the blessed warg. Beoge admired her courage
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empowered to lead a war riding on the blessed warg. Beogh admired her courage
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and gave her a sacred eye that would not miss anything.
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%%%%
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Vashnia

crawl-ref/source/dat/descript/species.txt

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Small but hardy, Halflings excel with slings. They have an increased resistance
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to mutagenic effects.
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%%%%
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High Elf
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High Elves are adept with blades and with many schools of magic, and have high
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attributes. For unknown reasons, they did not show up in the dungeons for a while,
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but recently they started to explore dungeons again.
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%%%%
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Hill Orc
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Orcs are skilled in close combat, and often dabble in offensive magic. Hated by

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