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Further manual updates (MarvinPA)
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crawl-ref/docs/crawl_manual.reST

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@@ -197,18 +197,18 @@ Shield
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Your character's primary attributes are Strength, Intelligence and Dexterity:
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Strength
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Abbreviated to "Str". Increases your effectiveness with melee and ranged
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weapons. Affects your ability to use heavy armours and shields effectively.
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Abbreviated to "Str". Increases your damage with melee and ranged weapons.
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Affects your ability to use heavy armours and shields effectively.
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Intelligence
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Abbreviated to "Int". Affects how well you can cast spells as well as how much
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nutrition spellcasting takes.
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Dexterity
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Abbreviated to "Dex". Somewhat increases your effectiveness with melee and
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ranged weapons. Significantly affects your ability to dodge attacks aimed
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at you, your general effectiveness with shields, your stealth, and your
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effectiveness when stabbing unaware enemies.
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Abbreviated to "Dex". Increases your accuracy with melee and ranged weapons.
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Significantly affects your ability to dodge attacks aimed at you, your general
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effectiveness with shields, your stealth, and your effectiveness when stabbing
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unaware enemies.
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Attributes grow permanently from gaining levels, and may increase or decrease
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temporarily from mutations or while using certain artefacts or abilities.
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There are many ailments or enchantments that can temporarily befall you. These
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are noted in the stats area below the experience line. Many of them are
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self-explanatory, like Pois or Hungry. Many others, however, can be subtle, and
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a full list with explanations is given in Appendix `5. List of Enchantments`_.
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their effects can be examined by pressing '?/T' and searching for the name of
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status effect.
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Monsters within your field of vision are listed on a special panel, the monster
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list. Single monsters also get indicators of their health status in the form of
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'Ctrl-L' to toggle this.
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Sometimes characters will be able to use special abilities, e.g. the Naga's
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ability to spit poison or the magical power to turn invisible granted by a ring.
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These are accessed through the 'a' command.
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ability to spit poison or the magical power to fly granted by a ring. These are
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accessed through the 'a' command.
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****************************************
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D. Exploring the dungeon
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* Magical abilities are innate magical effects. They are affected
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by antimagic.
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* Demonic and angelic abilities are similar to magical abilities.
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* Divine abilities call upon the monster's god for a magical effect.
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They are prevented by silence, but not affected by antimagic.
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the sort of people you would want to spend much time with, unless you happened
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to be a Kobold yourself.
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They tend to more agile and weaker than Halflings, and are slightly more
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They tend to be more agile and weaker than Halflings, and are slightly more
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talented at using most types of magic, particularly necromancy. They are
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competent in combat, especially with short blades, maces or crossbows, and are
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also very adept at using magical devices. They often live as scavengers,
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Inacc
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inaccuracy (affects all attacks that can miss)
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Debugging inscriptions
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========================================
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If you've entered wizard mode, then you can change the zapping range of a wand
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by inscribing it with 'range:number' (e.g., 'range:50'). This only works for
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wands zapped by the player.

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