(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
GDJLDYRJ2K43VH6X4CUP5PGNYMU642XKY76UGBEJNEM7X676PUPQC NIDG7IE2HMWQFVB7HLJDUGSPH6LHP2JI7Z26TNMOHFBHF5AUORIQC 3T7XVIR335FHDHB2UQ4KFORVNTER2HNSOYC7XN5ZIYHA6RN5HFVQC RQ33DZ7OTRWG5TECEVDVS6CJ6OBWLGRNDR6DFBLZTESZX5PKM5PAC 37U62WZZUVEKYMTBNX57ZUUFXHGH5EWS4CGHQO4QXGJIJU4RLBPAC RVST2QHYJ757ZHK4AUJ5NGPDZ44AD6RVFVXYPKQIBJXZBDNUCHXQC H3552BCIAVBLKAYKE4DHFLBLFW5RGRMYBMRRYHYEB5IPIJRUVU5QC MDU5W4IEH6B47SYDORGGI7ZD73DMO6DYEP3XJF6ZJ5G5PNNJDGXQC EEYHYRJXQKQZZ5PGEV5OCUJHCEPCHBECIPAD5QY4UMZUI5LLSVGAC WQU4ORZR2C52JNRTH5DN4XKNLEC4Q4SUZ7MLO6MBU6SSL2YXLSOAC Y3ZCJ2CZJYJAEB76HS4EY4GD64TDPPKANQVNDEH2OJPRDPZWJNYAC R5Q2OJMXNVK5RPXIKLTHHAOP67XOBB44AZKKZ2TOI3USPL6HACXAC DQ7X5LKWGTXR72NYT75GMGYCQ7SEFWNGQP3FBH6BJIX27SMMBCTQC CXIMQKHAORTQT6MN77TTYKK6IFIF6STKQWIMNAF54CFXAAQ5BKFAC F2BIF3CG3F2THAJQZVE7N63F3NLOMA2PY4SUBA2FJOP2ANKIFYGQC OTZ3KCSHIVHGJOKPNHND4EJ6MLVZABONP37QR3MKZZPMFIGOC7RQC 7TLJ2HSES5TLOSAVWAWVVCKHGWNDXYDEYRN3AONEZDC2LSY5SBUQC Hill Orcs:----------Hill orcs are orcs from the upper world who, jealous of the riches whichtheir cousins the cave orcs possess below the ground, descend in searchof plunder and adventure.Hill orcs are as robust as the mountain dwarves, but have very lowreserves of magical energy. Their forte is brute-force fighting, andthey are skilled at using most hand weapons (with the exception of shortblades, at which they are only fair), although they are not particularlygood at using missile weapons. They prefer to use their own weapons.Orcs are poor at using most types of magic, with the exception ofconjurations, necromancy, and the elemental magic of earth, fire, andice. They advance as quickly as humans.
Merfolk:--------The Merfolk are a hybrid race of half-human, half-fish that typicallylive in the oceans and rivers and seldom come onto the land. TheMerfolk aren't as limited on land as some myths suggest; their tailswill quickly reform into legs once they leave the water (and, likewise,their legs will quickly reform into a tail should they ever enterwater). Their agility is often misjudged, and they tend to besurprisingly nimble on land as well as in the water. Experts atswimming, they need not fear drowning, as they can quickly slip out ofany encumbering armour during the transformation into their half-fishform.The Merfolk have developed their martial arts strongly on thrusting andgrappling, 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. Theirmystical relationship with water makes it easier for them to usedivination, poison, and ice magics... which use water occasionally as amaterial component. The legendary water magic of the Merfolk was lostin ancient times, but some of that affinity still remains. Theinstability of their own morphogenic matrix has made them veryaccomplished transmuters, but most other magics seem foreign to them.
Hill Orcs:----------Hill orcs are orcs from the upper world who, jealous of the riches whichtheir cousins the cave orcs possess below the ground, descend in searchof plunder and adventure.
Hill orcs are as robust as the mountain dwarves, but have very lowreserves of magical energy. Their forte is brute-force fighting, andthey are skilled at using most hand weapons (with the exception of shortblades, at which they are only fair), although they are not particularlygood at using missile weapons. They prefer to use their own weapons.Orcs are poor at using most types of magic, with the exception ofconjurations, necromancy, and the elemental magic of earth, fire, andice. They advance as quickly as humans.
The Undead:-----------As creatures brought back from beyond the grave, the undead arenaturally immune to poisons, negative energy and torment; have littlewarmth left to be affected by cold; and are not susceptible tomutations.There are two types of undead available to players: Mummies and Ghouls.Mummies:--------Mummies are undead creatures who travel into the depths in search ofrevenge, redemption, or just because they want to.Mummies progress very slowly in level, half again as slowly as humansin all skills except fighting, spellcasting and necromancy. As theyincrease in levels, they become increasingly in touch with the powersof death, but cannot use some types of necromancy which only affectliving creatures. The side effects of necromantic magic tend to berelatively harmless to mummies. However, their dessicated bodies arehighly flammable. They also do not need to eat or drink, and in anycase are incapable of doing so.
Spriggans:----------Spriggans are small magical creatures distantly related to elves. Theylove to frolic and cast mischievous spells.
Ghouls:-------Ghouls are horrible undead creatures, slowly rotting away. Althoughghouls can sleep in their graves for years on end, when they rise towalk among the living they must eat flesh to survive. Raw flesh ispreferred, especially rotting or tainted meat, and ghouls gainstrength from consuming it.They aren't very good at doing most things, although they make decentfighters and, due to their contact with the grave, can use ice, earthand death magic without too many difficulties.
They are poor fighters, have little physical resilience, and areterrible at destructive magic - conjurations, summonings, necromancyand elemental spells. On the other hand, they are excellent at otherforms of magic and are very good at moving silently and quickly. Sogreat is their speed that a Spriggan can overtake a centaur. Due totheir tiny size, they need very little food. However, they areherbivorous and cannot eat meat. Their size also makes them unable towear most armour.
Centaurs:---------The Centaurs are another race of hybrid creatures: horses with humantorsos. They usually live in forests, surviving by hunting.Centaurs can move very quickly on their four legs, and are excellentwith bows and other missile weapons; they are also reasonable at theFighting skill while being slow learners at specific weapon skills.They advance quite slowly in experience level and are rathersub-average at using magic. Due to their large bulk, they need a littleextra food to survive.
Minotaurs:----------The Minotaurs are yet another race of hybrids - human bodies with bovineheads. They delve into the Dungeon because of their instinctive love oftwisting passageways.Minotaurs are extremely good at all forms of physical combat, but areawful at using any type of magic. They can wear all armour except forsome headgear.Kenku:------The Kenku are an ancient and feared race of bird-people with alegendary propensity for violence. Basically humanoid with bird-likeheads and clawed feet, the Kenku can wear all types of armour excepthelmets 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 longas 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 ofcombat (conjurations, summonings and, to a lesser extent, necromancy).They are good at air and fire elemental magic, but poor at ice and earthmagic. Kenku do not appreciate any form of servitude, and so are poor atusing invocations. Their light avian bodies cannot sustain a great dealof injury.
Centaurs:---------The Centaurs are another race of hybrid creatures: horses with humantorsos. They usually live in forests, surviving by hunting.
Centaurs can move very quickly on their four legs, and are excellentwith bows and other missile weapons; they are also reasonable at theFighting skill while being slow learners at specific weapon skills.They advance quite slowly in experience level and are rathersub-average at using magic. Due to their large bulk, they need a littleextra food to survive.
Spriggans:----------Spriggans are small magical creatures distantly related to elves. Theylove to frolic and cast mischievous spells.They are poor fighters, have little physical resilience, and areterrible at destructive magic - conjurations, summonings, necromancyand elemental spells. On the other hand, they are excellent at otherforms of magic and are very good at moving silently and quickly. Sogreat is their speed that a Spriggan can overtake a centaur. Due totheir tiny size, they need very little food. However, they areherbivorous and cannot eat meat. Their size also makes them unable towear most armour.Minotaurs:----------The Minotaurs are yet another race of hybrids - human bodies with bovineheads. They delve into the Dungeon because of their instinctive love oftwisting passageways.Minotaurs are extremely good at all forms of physical combat, but areawful at using any type of magic. They can wear all armour except forsome headgear.
Kenku:------The Kenku are an ancient and feared race of bird-people with alegendary propensity for violence. Basically humanoid with bird-likeheads and clawed feet, the Kenku can wear all types of armour excepthelmets 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 longas 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 arenaturally immune to poisons, negative energy and torment; have littlewarmth left to be affected by cold; and are not susceptible tomutations.There are two types of undead available to players: Mummies and Ghouls.
They are experts at all forms of fighting, including the magical arts ofcombat (conjurations, summonings and, to a lesser extent, necromancy).They are good at air and fire elemental magic, but poor at ice and earthmagic. Kenku do not appreciate any form of servitude, and so are poor atusing invocations. Their light avian bodies cannot sustain a great dealof injury.
Mummies:--------Mummies are undead creatures who travel into the depths in search ofrevenge, redemption, or just because they want to.
Merfolk:--------The Merfolk are a hybrid race of half-human, half-fish that typicallylive in the oceans and rivers and seldom come onto the land. TheMerfolk aren't as limited on land as some myths suggest; their tailswill quickly reform into legs once they leave the water (and, likewise,their legs will quickly reform into a tail should they ever enterwater). Their agility is often misjudged, and they tend to besurprisingly nimble on land as well as in the water. Experts atswimming, they need not fear drowning, as they can quickly slip out ofany encumbering armour during the transformation into their half-fishform.
Mummies progress very slowly in level, half again as slowly as humansin all skills except fighting, spellcasting and necromancy. As theyincrease in levels, they become increasingly in touch with the powersof death, but cannot use some types of necromancy which only affectliving creatures. The side effects of necromantic magic tend to berelatively harmless to mummies. However, their dessicated bodies arehighly flammable. They also do not need to eat or drink, and in anycase are incapable of doing so.
The Merfolk have developed their martial arts strongly on thrusting andgrappling, 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. Althoughghouls can sleep in their graves for years on end, when they rise towalk among the living they must eat flesh to survive. Raw flesh ispreferred, especially rotting or tainted meat, and ghouls gainstrength from consuming it.
As spellcasters, they tend to be quite good in specific areas. Theirmystical relationship with water makes it easier for them to usedivination, poison, and ice magics... which use water occasionally as amaterial component. The legendary water magic of the Merfolk was lostin ancient times, but some of that affinity still remains. Theinstability of their own morphogenic matrix has made them veryaccomplished transmuters, but most other magics seem foreign to them.
They aren't very good at doing most things, although they make decentfighters and, due to their contact with the grave, can use ice, earthand death magic without too many difficulties.