# File: hints.txt # This file is used to initialize the hints for the game. # Do not modify this file unless you know exactly what you are doing # unless you wish to risk possible system crashes and broken savefiles. # That said, it isn't difficult. Just keep each hint on one line, less than 80 # characters, and start each line with H: # Format: # H:Hint text. H:Cure Critical Wounds potions will cure blindness and confusion; carry lots. H:Staves can be used even when confused and blinded. H:Potions of Heroism or Berserk Strength will protect you from being scared. H:Monsters that breathe fire, acid, electricity, or cold can deal big damage. H:Resistances cut damage to 1/3rd for the four basic elements. H:The more hitpoints a monster has, the more damage its breath will do. H:You can combine equipment of Resist Fire and a potion of the same name. H:You can combine equipment of Resist Cold and a potion of the same name. H:You can combine equipment of Resist Poison and a potion of the same name. H:If you don't know what a monster can do, use a rod of probing on it. H:Never underestimate the value of constitution. Hitpoints keep you alive. H:Inscribe items with the '{' command. H:Inscribe an item with "!s" to get confirmation before selling it. H:Inscribe an item with "!d" to get confirmation before dropping it. H:Inscribe an item with "!k" to get confirmation before destroying it. H:Inscribe an item with "!v" to get confirmation before throwing it. H:Inscribe an item with "!*" to get confirmation before doing anything to it. H:You can use the 'I' command to inspect items and get details on them. H:Use '=' to check out the options and customize your game. H:Be sure to set your hitpoint warning in the options menu ('='). H:Flasks of oil make a good throwing weapon early on. H:Word of Recall will send you to and from the dungeon. H:You can never teleport into a vault, even if you're already standing in it. H:The only way to protect your inventory from damage is through immunities. H:+10 speed means you move twice as fast as normal. H:Too much stunning will knock you out! This is to be avoided if possible. H:The stores change their stock every so often. H:If acid hits your armor, you take less damage from it. H:Nexus attacks can swap your stats. Smart, weak warriors don't do well. H:Regeneration improves your recovery of both hitpoints and mana. H:Never be too afraid to run away. H:He who fights and runs away lives to fight another day. H:Never go exploring without an escape option. H:Pay attention to how your enemies move - some are erratic, some can blink. H:Even among the same type, some enemies will be faster or slower than others. H:Monsters' breath weapons grow less dangerous as they lose hitpoints. H:A wounded enemy's spells are as strong as a healthy one's. H:Don't worry about using up your potions, wands, and staves to stay alive. H:If you're in a bad situation, take a breather and "I"nspect all your gear. H:When a character dies, memories of monsters she has fought are passed on. H:Even the most powerful characters can be made useless by blindness. H:Even the most powerful characters can be made useless by confusion. H:Finding a way to resist blindness and confusion is critical to survival. H:Probing an enemy to learn its abilities is always useful. H:Buy at least one scroll of phase door before you enter the dungeon. H:Buy at least one potion of cure light wounds before you enter the dungeon. H:Acid can destroy your stuff - watch out for water hounds and water vortices. H:Never underestimate monsters you haven't fought before. H:Quivers can hold different types of ammo in one inventory slot (max. 40). H:If you have more than 40 items in your quiver, it will take up more slots. H:Try inscribing thrown weapons, "@v0" for example. H:Many items are bad, but few are cursed to the point of needing magic. H:A bigger weapon isn't always better - check your damage using 'I'nspect H:Can't keep track of all the information on the screen? Add extra windows. H:You can use subwindows to display messages, monsters, items and more. H:If you teleport away a tough monster, beware of teleporting afterwards! H:Resistance to higher elements protects you from 33% to 50% of the damage. H:Hold life will not block all experience drain, just most of it. H:Fire damage can destroy scrolls, books, and staves in your inventory. H:Cold damage can destroy potions in your inventory. H:Electrical damage can destroy wands, rods and rings in your inventory. H:Immunity to an element prevents inventory destruction from that element. H:Phase door is a good escape if the terrain is appropriate. H:In open rooms Phase Door may well keep you in the line of fire. H:In a vault, any form of teleportation will always teleport you outside. H:Identical resistances on different pieces of equipment do not stack. H:Curing potions and spells can reduce or eliminate cuts, stunning and poison. H:Nexus attacks can teleport to, teleport away, teleport level, or swap stats. H:Time attacks are not mitigated by sustains. H:Drain charge attacks remove charges from your items and heal the monster! H:You cannot cast spells or fire missiles at monsters in walls, but they can. H:You can attack a monster in a wall with your melee weapon. H:Acquirement scrolls produce better items if you read them deeper down. H:In truly desperate times, use Teleport Level or Destruction to escape. H:You always get the first move when entering a level. H:Regeneration makes you hungry more quickly. H:If you're in extreme need of food, curing potions might do you good. H:Under great weights of loot, you'll be less quick of foot. H:You're never invincible. Never forget that. H:Always carry around an escape that you can use while blind and confused. H:Staying on a level too long can cause awake random monsters to spawn. H:Wands and staves sell for a good price even with 0 charges. H:Walking around with lots of heavy weapons is not necessarily a good idea. H:Carry around extra copies of town spellbooks in case one gets burned. H:You don't have to cover every resist all the time - carry swap items. H:The better fed you are, the faster you recover hitpoints. H:The food indicator at the bottom of the screen shows how well fed you are. H:The light meter at the bottom of the screen shows your light radius. H:If stores will not buy your items, check your birth options. H:Blackguards can use Rings of Open Wounds without slowing their recovery. H:Stunned monsters deal less damage in melee and sometimes miss a turn. H:Confused monsters cannot cast spells reliably and may misstep. H:Scared monsters suffer penalties and may freeze in terror if cornered! H:Held monsters will take no action until it wears off or they take damage. H:Melee attacks, damage, and some effects will wake sleeping monsters. H:Time spent within sight or hearing range will eventually wake sleepers. H:Stealth is very helpful against sleeping monsters but not against alert ones. H:Inspect your racial and class abilities with the S command. H:When shapechanged inspect items with I. Resume your shape with m or p.