(recently resorted) list of species on the introduction screen.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3712 c06c8d41-db1a-0410-9941-cceddc491573
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Hill Orcs:
----------
Hill orcs are orcs from the upper world who, jealous of the riches which
their cousins the cave orcs possess below the ground, descend in search
of plunder and adventure.
Hill orcs are as robust as the mountain dwarves, but have very low
reserves of magical energy. Their forte is brute-force fighting, and
they are skilled at using most hand weapons (with the exception of short
blades, at which they are only fair), although they are not particularly
good at using missile weapons. They prefer to use their own weapons.
Orcs are poor at using most types of magic, with the exception of
conjurations, necromancy, and the elemental magic of earth, fire, and
ice. They advance as quickly as humans.
Merfolk:
--------
The Merfolk are a hybrid race of half-human, half-fish that typically
live in the oceans and rivers and seldom come onto the land. The
Merfolk aren't as limited on land as some myths suggest; their tails
will quickly reform into legs once they leave the water (and, likewise,
their legs will quickly reform into a tail should they ever enter
water). Their agility is often misjudged, and they tend to be
surprisingly nimble on land as well as in the water. Experts at
swimming, they need not fear drowning, as they can quickly slip out of
any encumbering armour during the transformation into their half-fish
form.
The Merfolk have developed their martial arts strongly on thrusting and
grappling, since those are the most efficient ways to fight underwater.
They therefore prefer polearms and short swords above all other weapons,
although they can also use longer swords quite well.
As spellcasters, they tend to be quite good in specific areas. Their
mystical relationship with water makes it easier for them to use
divination, poison, and ice magics... which use water occasionally as a
material component. The legendary water magic of the Merfolk was lost
in ancient times, but some of that affinity still remains. The
instability of their own morphogenic matrix has made them very
accomplished transmuters, but most other magics seem foreign to them.
Hill Orcs:
----------
Hill orcs are orcs from the upper world who, jealous of the riches which
their cousins the cave orcs possess below the ground, descend in search
of plunder and adventure.
Hill orcs are as robust as the mountain dwarves, but have very low
reserves of magical energy. Their forte is brute-force fighting, and
they are skilled at using most hand weapons (with the exception of short
blades, at which they are only fair), although they are not particularly
good at using missile weapons. They prefer to use their own weapons.
Orcs are poor at using most types of magic, with the exception of
conjurations, necromancy, and the elemental magic of earth, fire, and
ice. They advance as quickly as humans.
The Undead:
-----------
As creatures brought back from beyond the grave, the undead are
naturally immune to poisons, negative energy and torment; have little
warmth left to be affected by cold; and are not susceptible to
mutations.
There are two types of undead available to players: Mummies and Ghouls.
Mummies:
--------
Mummies are undead creatures who travel into the depths in search of
revenge, redemption, or just because they want to.
Mummies progress very slowly in level, half again as slowly as humans
in all skills except fighting, spellcasting and necromancy. As they
increase in levels, they become increasingly in touch with the powers
of death, but cannot use some types of necromancy which only affect
living creatures. The side effects of necromantic magic tend to be
relatively harmless to mummies. However, their dessicated bodies are
highly flammable. They also do not need to eat or drink, and in any
case are incapable of doing so.
Spriggans:
----------
Spriggans are small magical creatures distantly related to elves. They
love to frolic and cast mischievous spells.
Ghouls:
-------
Ghouls are horrible undead creatures, slowly rotting away. Although
ghouls can sleep in their graves for years on end, when they rise to
walk among the living they must eat flesh to survive. Raw flesh is
preferred, especially rotting or tainted meat, and ghouls gain
strength from consuming it.
They aren't very good at doing most things, although they make decent
fighters and, due to their contact with the grave, can use ice, earth
and death magic without too many difficulties.
They are poor fighters, have little physical resilience, and are
terrible at destructive magic - conjurations, summonings, necromancy
and elemental spells. On the other hand, they are excellent at other
forms of magic and are very good at moving silently and quickly. So
great is their speed that a Spriggan can overtake a centaur. Due to
their tiny size, they need very little food. However, they are
herbivorous and cannot eat meat. Their size also makes them unable to
wear most armour.
Centaurs:
---------
The Centaurs are another race of hybrid creatures: horses with human
torsos. They usually live in forests, surviving by hunting.
Centaurs can move very quickly on their four legs, and are excellent
with bows and other missile weapons; they are also reasonable at the
Fighting skill while being slow learners at specific weapon skills.
They advance quite slowly in experience level and are rather
sub-average at using magic. Due to their large bulk, they need a little
extra food to survive.
Minotaurs:
----------
The Minotaurs are yet another race of hybrids - human bodies with bovine
heads. They delve into the Dungeon because of their instinctive love of
twisting passageways.
Minotaurs are extremely good at all forms of physical combat, but are
awful at using any type of magic. They can wear all armour except for
some headgear.
Kenku:
------
The Kenku are an ancient and feared race of bird-people with a
legendary propensity for violence. Basically humanoid with bird-like
heads and clawed feet, the Kenku can wear all types of armour except
helmets and boots. Despite their lack of wings, powerful Kenku can fly,
and very powerful members of this race can stay in the air for as long
as they wish to do so. They fly a bit faster if they carry little load.
They are experts at all forms of fighting, including the magical arts of
combat (conjurations, summonings and, to a lesser extent, necromancy).
They are good at air and fire elemental magic, but poor at ice and earth
magic. Kenku do not appreciate any form of servitude, and so are poor at
using invocations. Their light avian bodies cannot sustain a great deal
of injury.
Centaurs:
---------
The Centaurs are another race of hybrid creatures: horses with human
torsos. They usually live in forests, surviving by hunting.
Centaurs can move very quickly on their four legs, and are excellent
with bows and other missile weapons; they are also reasonable at the
Fighting skill while being slow learners at specific weapon skills.
They advance quite slowly in experience level and are rather
sub-average at using magic. Due to their large bulk, they need a little
extra food to survive.
Spriggans:
----------
Spriggans are small magical creatures distantly related to elves. They
love to frolic and cast mischievous spells.
They are poor fighters, have little physical resilience, and are
terrible at destructive magic - conjurations, summonings, necromancy
and elemental spells. On the other hand, they are excellent at other
forms of magic and are very good at moving silently and quickly. So
great is their speed that a Spriggan can overtake a centaur. Due to
their tiny size, they need very little food. However, they are
herbivorous and cannot eat meat. Their size also makes them unable to
wear most armour.
Minotaurs:
----------
The Minotaurs are yet another race of hybrids - human bodies with bovine
heads. They delve into the Dungeon because of their instinctive love of
twisting passageways.
Minotaurs are extremely good at all forms of physical combat, but are
awful at using any type of magic. They can wear all armour except for
some headgear.
Kenku:
------
The Kenku are an ancient and feared race of bird-people with a
legendary propensity for violence. Basically humanoid with bird-like
heads and clawed feet, the Kenku can wear all types of armour except
helmets and boots. Despite their lack of wings, powerful Kenku can fly,
and very powerful members of this race can stay in the air for as long
as they wish to do so. They fly a bit faster if they carry little load.
The Undead:
-----------
As creatures brought back from beyond the grave, the undead are
naturally immune to poisons, negative energy and torment; have little
warmth left to be affected by cold; and are not susceptible to
mutations.
There are two types of undead available to players: Mummies and Ghouls.
They are experts at all forms of fighting, including the magical arts of
combat (conjurations, summonings and, to a lesser extent, necromancy).
They are good at air and fire elemental magic, but poor at ice and earth
magic. Kenku do not appreciate any form of servitude, and so are poor at
using invocations. Their light avian bodies cannot sustain a great deal
of injury.
Mummies:
--------
Mummies are undead creatures who travel into the depths in search of
revenge, redemption, or just because they want to.
Merfolk:
--------
The Merfolk are a hybrid race of half-human, half-fish that typically
live in the oceans and rivers and seldom come onto the land. The
Merfolk aren't as limited on land as some myths suggest; their tails
will quickly reform into legs once they leave the water (and, likewise,
their legs will quickly reform into a tail should they ever enter
water). Their agility is often misjudged, and they tend to be
surprisingly nimble on land as well as in the water. Experts at
swimming, they need not fear drowning, as they can quickly slip out of
any encumbering armour during the transformation into their half-fish
form.
Mummies progress very slowly in level, half again as slowly as humans
in all skills except fighting, spellcasting and necromancy. As they
increase in levels, they become increasingly in touch with the powers
of death, but cannot use some types of necromancy which only affect
living creatures. The side effects of necromantic magic tend to be
relatively harmless to mummies. However, their dessicated bodies are
highly flammable. They also do not need to eat or drink, and in any
case are incapable of doing so.
The Merfolk have developed their martial arts strongly on thrusting and
grappling, since those are the most efficient ways to fight underwater.
They therefore prefer polearms and short swords above all other weapons,
although they can also use longer swords quite well.
Ghouls:
-------
Ghouls are horrible undead creatures, slowly rotting away. Although
ghouls can sleep in their graves for years on end, when they rise to
walk among the living they must eat flesh to survive. Raw flesh is
preferred, especially rotting or tainted meat, and ghouls gain
strength from consuming it.
As spellcasters, they tend to be quite good in specific areas. Their
mystical relationship with water makes it easier for them to use
divination, poison, and ice magics... which use water occasionally as a
material component. The legendary water magic of the Merfolk was lost
in ancient times, but some of that affinity still remains. The
instability of their own morphogenic matrix has made them very
accomplished transmuters, but most other magics seem foreign to them.
They aren't very good at doing most things, although they make decent
fighters and, due to their contact with the grave, can use ice, earth
and death magic without too many difficulties.