# File: object.txt
#
# This file is used to create the 'lib/data/object.raw;' file, which is
# used to initialize the 'Object Kind' information for Sil.
#
# Do not modify this file unless you know exactly what you are doing,
# unless you wish to risk possible system crashes and broken savefiles.
#
#
# === Understanding object.txt ===
#
# N: serial number : & object name~
# G: symbol : color
# I: tval : sval : pval
# W: depth : rarity : weight : cost
# P: plus to-hit : damage dice : plus to-evasion : protection dice
# A: depth/rarity : depth/rarity : etc
# F: flag | flag | etc
# D: description
#
# 'N' indicates the beginning of an entry. The serial number must
#     increase for each new item. The '&' and '~' symbols are use to
#     include articles and pluralization as necessary to ensure
#     grammatical correctness in object descriptions.
#
# 'G' is for graphics - symbol and color. There are 15 colors, as
#     follows:
#
#     D - Dark Gray    w - White          s - Gray          o - Orange
#     r - Red          g - Green          b - Blue          u - Brown
#     W - Light Gray   v - Violet         y - Yellow        R - Light Red
#     G - Light Green  B - Light Blue     U - Light Brown
#     d - 'flavoured' items
#
# 'I' is for basic information. The tval is for the type of item, the
#     sval identifies the subtype and the pval indicates the amount of
#     effect the item has, if applicable (a fixed value: variable pvals
#     are currently hard-coded.) 
#
# 'W' is for extra information. Depth is the depth the object is normally
#     found at (and defines what 'level' the object is, when determining how easy 
#     it is to use a wand, staff or rod, rarity determines how common the object
#     is (currently unused, thanks to the A: allocation lines), weight is in
#     tenth-pounds and cost is the item's base value.
#
# 'P' is for power information. The item's bonuses to attack and evasion
#     as well as its damage and protection dice. Note that adding damage dice to
#     armor won't aid your attacks, it will just set the damage done when it is thrown.
#
# 'A' is for allocation - depth and rarity, in pairs. This allows an
#     item to have multiple natural depths and rarities. It is used to
#     ensure that certain vital items such as food and identify scrolls
#     are found throughout the dungeon. The 'allocation' depth need not
#     match the depth as specified in the 'W:' line.
#
# 'F' is for flags. These are fairly self-explanatory. As many F:
#     lines may be used as are needed to specify all the flags and flags
#     are separated by the '|' symbol.
#
# 'D' is for description. As many D: lines may be used as are needed
#     to describe the object. Note that lines will need spaces at their
#     ends or the beginning of the next line to prevent words from running
#     together.


# Version stamp (required)

V:1.0.2


##### Non-kind (contains the 'pile' picture) #####

N:0:<pile>
G:&:w



##### The 'Special Artifacts' #####
#
# These objects do not specify 'full names' because the artifact name
# is added in 'obj-desc.c' based on the artifact index ('i_ptr->name1').
#
# These objects do specify a 'base name, which is used when the object
# is 'aware' (always true for lites)
#
# They specify 'physical colors', which
# over-ride the 'flavor' colors, if any. 
#
# Note that ALL artifacts are given 'IGNORE_ALL',
# so we do not need to specify that here.
#
# Note that the 'INSTA_ART' flag is used to prevent these objects from
# being created without also turning them into artifacts.  This flag
# must be specified both here and in the artifact template.
#
# The reason for having multiple 'ring' and
# 'amulet' templates is to allow each 'special artifact' to
# have a different 'color' and 'flavor', and also to allow the use of
# special 'base names' (such as 'Necklace').


# The Ring of Barahir
#
# The word 'Serpentine' should be just a flavor,
# but I can get it to work like that yet.
# Putting it here works almost as well.

N:1:& Serpentine Ring~
G:=:g1
I:45:32:0
W:1:0:1:65000
P:0:0d0:0:0d0
F:INSTA_ART


# The Pearl 'Nimphelos'

N:2:& Pearl~
G:":w
I:40:13:1
W:1:0:3:100000
P:0:0d0:0:0d0
F:INSTA_ART


# The Jewel 'Elessar'

N:3:& Jewel~
G:":g
I:40:16:1
W:1:0:3:50000
P:0:0d0:0:0d0
F:INSTA_ART


# The Necklace of the Dwarves

N:4:& Necklace~
G:":y
I:40:12:1
W:1:0:3:75000
P:0:0d0:0:0d0
F:INSTA_ART


# A base ring for self-made artifacts

N:10:& Ring~
G:=:W
I:45:40:0
W:1:0:1:1000
P:0:0d0:0:0d0
F:INSTA_ART


# A base amulet for self-made artifacts

N:11:& Amulet~
G:":W
I:40:40:0
W:1:0:3:1000
P:0:0d0:0:0d0
F:INSTA_ART


# The Mighty Hammer 'Grond'

N:19:& Mighty Hammer~
G:\:D
I:21:50:0
W:20:0:1000:1000
P:-7:6d5:0:0d0
F:INSTA_ART | TWO_HANDED


# The Massive Iron Crown of Morgoth

N:20:& Massive Iron Crown~
G:]:D
I:33:50:0
W:20:0:4000:1000
P:0:0d0:0:0d0
F:INSTA_ART


##### The Normal Item Types #####

##### Armor #####

N:21:& Filthy Rag~
G:(:D
I:36:1:0
W:1:0:20:1
P:0:0d0:0:1d0
A:1/2


N:22:& Robe~
G:(:b
I:36:2:0
W:1:0:30:4
P:0:0d0:0:1d0
A:1/3


N:23:Leather Armour~
G:(:U
I:36:4:0
W:1:0:70:18
P:0:0d0:-1:1d4
A:1/2


N:26:Studded Leather~
G:(:U1
I:36:7:0
W:2:0:130:200
P:0:0d0:-2:1d6
A:2/2


N:27:Galvorn Armour~
G:(:D
I:36:11:0
W:17:0:70:200
P:0:0d0:-1:2d4
A:17/20:22/4
F:IGNORE_ALL | NO_SMITHING
D:A suit of armour made of galvorn: a strange shining black metal 
D:so malleable that it is thin and supple, yet strong enough 
D:to stop blade and dart.


N:30:& Mail Corslet~
G:[:W
I:37:4:0
W:5:0:270:750
P:-1:0d0:-3:2d4
A:5/2:12/1:20/1
D:A shirt of armour formed from linked rings.
D: It comes down to the waist.


N:31:& Long Corslet~
G:[:s1
I:37:6:0
W:7:0:350:900
P:-2:0d0:-4:2d5
A:7/3:17/2
D:A shirt of armour formed from linked rings.
D: It comes down to the thigh.


N:38:& Mithril Corslet~
G:[:B
I:37:20:0
W:15:0:150:7000
P:0:0d0:-2:2d4
A:15/30
F:IGNORE_ALL | MITHRIL
D:A shirt of armour formed from linked rings.


##### Shields #####

N:43:& Round Shield~
G:):s
I:34:3:0
W:3:0:50:50
P:0:0d0:0:1d3
A:3/2


N:44:& Kite Shield~
G:):W
I:34:5:0
W:6:0:80:200
P:-2:0d0:0:1d6
A:6/1


N:46:& Mithril Shield~
G:):B
I:34:10:0
W:14:0:40:10000
P:-1:0d0:0:1d6
A:14/15
F:IGNORE_ALL | MITHRIL




##### Edged Weapons #####


N:55:& Broken Sword~
G:|:D
I:23:2:0
W:1:3:15:2
P:-2:1d5:0:0d0
A:1/2


N:56:& Dagger~
G:|:w
I:23:4:0
W:1:0:8:10
P:0:1d5:0:0d0
A:1/2:10/1
F:THROWING


N:57:& Curved Sword~
G:|:s
I:23:7:0
W:1:0:40:10
P:-1:2d5:1:0d0
A:1/2


N:60:& Shortsword~
G:|:w
I:23:10:0
W:2:0:15:90
P:0:1d7:1:0d0
A:2/1:12/1


# Deathblades get bonuses in a different way to most items.
# A coin is flipped until it comes up tails. It gets +1 melee
# for each time it came up heads.

N:63:& Deathblade~
G:|:D
I:23:15:0
W:10:0:20:300
P:0:1d9:1:0d0
F:IGNORE_ALL | NO_SMITHING


N:64:& Longsword~
G:|:W
I:23:17:0
W:3:0:30:300
P:0:2d5:1:0d0
A:3/1:5/1:10/1


N:67:& Bastard Sword~
G:|:W
I:23:21:0
W:4:0:40:350
P:-2:3d3:1:0d0
A:4/2:10/2
F:HAND_AND_A_HALF


N:68:& Greatsword~
G:|:W
I:23:25:0
W:5:0:70:775
P:-2:3d5:1:0d0
A:5/1:15/1
F:TWO_HANDED


N:69:& Mithril Longsword~
G:|:B
I:23:28:0
W:14:0:20:5000
P:1:2d5:1:0d0
A:14/10
F:IGNORE_ALL | MITHRIL


N:70:& Mithril Greatsword~
G:|:B
I:23:30:0
W:16:0:40:7000
P:-1:3d5:1:0d0
A:16/15
F:IGNORE_ALL | TWO_HANDED | MITHRIL


##### Axes & Polearms #####

N:71:& Spear~
G:/:U
I:22:1:0
W:2:0:30:36
P:-1:1d9:0:0d0
A:2/1:10/2
F:THROWING | HAND_AND_A_HALF | POLEARM


N:72:& Great Spear~
G:/:u
I:22:2:0
W:4:0:60:36
P:-1:1d13:1:0d0
A:4/2:12/2
F:TWO_HANDED | POLEARM


N:73:& Trident~
G:/:y
I:22:3:0
W:7:0:50:120
P:-1:1d9:1:0d0
A:7/3
F:THROWING | HAND_AND_A_HALF | POLEARM


N:74:& Glaive~
G:/:s
I:22:4:0
W:9:0:70:363
P:-1:2d8:1:0d0
A:9/2
F:TWO_HANDED | POLEARM


N:75:& Halberd~
G:/:W
I:22:5:0
W:11:0:60:430
P:-3:2d10:1:0d0
A:11/3
F:TWO_HANDED | POLEARM


N:76:& Throwing Axe~
G:/:s
I:22:11:0
W:5:0:15:150
P:0:2d4:0:0d0
A:5/1:15/1
F:THROWING | AXE


N:77:& Battle Axe~
G:/:s
I:22:12:0
W:3:0:45:304
P:-3:3d4:0:0d0
A:3/1:10/1
F:HAND_AND_A_HALF | AXE


N:81:& Great Axe~
G:/:s
I:22:13:0
W:10:0:100:334
P:-4:4d4:0:0d0
A:10/2:15/1
F:TWO_HANDED | AXE


##### Blunt Weapons #####


N:86:& Quarterstaff~
G:\:U
I:21:3:0
W:1:0:40:200
P:0:2d3:2:0d0
A:1/4
F:TWO_HANDED


N:89:& War Hammer~
G:\:D1
I:21:8:0
W:5:0:50:225
P:-2:4d1:0:0d0
A:5/3
F:HAND_AND_A_HALF


##### Digging Tools #####


N:96:& Shovel~
G:\:s
I:20:1:1
W:5:0:60:10
P:-3:2d2:0:0d0
A:5/3:12/3
F:TUNNEL | TWO_HANDED
D:It is equippable as a weapon and helps somewhat with digging.


N:98:& Mattock~
G:\:D
I:20:3:2
W:10:0:130:700
P:-5:5d2:0:0d0
A:10/3
F:TUNNEL | TWO_HANDED
D:It is equippable as a weapon and greatly helps with digging.



##### Helms/Crowns #####


N:100:& Helm~
G:]:s1
I:32:5:0
W:3:0:50:75
P:0:0d0:-1:1d2
A:3/1


N:101:& Great Helm~
G:]:W
I:32:6:0
W:5:0:80:200
P:0:0d0:-2:1d3
A:5/1


N:102:& Dwarf Mask~
G:]:s
I:32:7:0
W:10:0:80:300
P:0:0d0:-2:1d2
A:10/10
F:RES_FIRE
D:A full faced helm, wrought in a fearsome visage.


N:103:& Mithril Helm~
G:]:B
I:32:8:0
W:10:0:25:500
P:0:0d0:-1:1d2
A:10/10
F:IGNORE_ALL | MITHRIL


N:104:& Crown~
G:]:y
I:33:11:0
W:14:0:30:1000
P:0:0d0:0:1d0
A:14/2
F:IGNORE_ALL


N:105:& Jewelled Crown~
G:]:v
I:33:12:0
W:16:0:30:2000
P:0:0d0:0:1d0
A:16/2
F:IGNORE_ALL



##### Cloaks #####

N:106:& Cloak~
G:(:g
I:35:1:0
W:2:0:20:3
P:0:0d0:1:1d0
A:2/2:10/1


N:107:& Shadow Cloak~
G:(:D
I:35:6:2
W:12:0:10:4000
P:0:0d0:3:1d0
A:12/3
F:DARKNESS | STEALTH


N:108:& Wolf-Hame~
G:(:W
I:35:20:0
W:20:0:130:1000
P:-3:0d0:-3:1d6
F:INSTA_ART


N:109:& Bat-Fell~
G:(:D1
I:35:21:0
W:23:0:50:1000
P:-1:0d0:+2:0d0
F:INSTA_ART


##### Bows #####

N:110:& Shortbow~
G:}:u
I:19:12:0
W:2:0:15:50
P:0:1d7:0:0d0
A:2/2:10/2


N:111:& Longbow~
G:}:U
I:19:13:0
W:7:0:30:120
P:0:1d9:-1:0d0
A:7/2:15/1


# Modelled on Earendil's bow

N:112:& Dragon-horn Longbow~
G:}:U1
I:19:14:0
W:15:0:45:120
P:0:2d7:-1:0d0
A:15/15
F:NO_SMITHING


##### Arrows #####

N:116:& Arrow~
G:-:U
I:17:1:0
W:2:0:1:1
P:0:0d0:0:0d0
A:2/1:6/1:11/1:17/1


##### Boots #####

N:122:& Pair~ of Leather Boots
G:]:U
I:30:1:0
W:1:0:20:7
P:0:0d0:0:1d1
A:1/2:10/1


N:123:& Pair~ of Steel Greaves
G:]:s
I:30:2:0
W:4:0:80:19
P:0:0d0:-1:1d2
A:4/1:15/1
F:IGNORE_FIRE


N:124:& Pair~ of Mithril Greaves
G:]:B
I:30:3:0
W:12:0:40:50
P:0:0d0:-1:1d2
A:12/10
F:IGNORE_ALL | MITHRIL


##### Gloves #####

N:125:& Set~ of Leather Gloves
G:]:U
I:31:1:0
W:1:0:5:3
P:0:0d0:0:1d0
A:1/4:10/2


N:126:& Set~ of Gauntlets
G:]:W
I:31:2:0
W:3:0:30:35
P:-1:0d0:0:1d1
A:3/1:11/1
F:IGNORE_FIRE


N:127:& Set~ of Mithril Gauntlets
G:]:B
I:31:3:0
W:12:0:15:100
P:0:0d0:0:1d1
A:12/20
F:IGNORE_ALL | MITHRIL


##### Light Sources #####

N:128:& Wooden Torch~
G:~:u
I:39:0:0
W:3:0:20:2
P:0:0d0:0:0d0:0
A:3/1
F:NO_SMITHING | EASY_KNOW
D:You can equip it as a light source with a radius of 1 square. It may
D: also be used to fuel another torch, up to a maximum of 3,000 turns of
D: light. 


N:129:& Brass Lantern~
G:~:U
I:39:1:0
W:5:0:30:35
P:0:0d0:0:0d0:0
A:5/2:9/1:13/1
D:You can equip it as a light source with a radius of 2 squares.
D: It may also be used to fuel another lantern, up to a maximum of
D: 7,000 turns of light.


# Lesser Jewel is at index 500


N:130:& Feanorian Lamp~
G:~:B
I:39:8:0
W:12:0:10:1000
P:0:0d0:0:0d0:0
A:12/10:18/5
F:MITHRIL
D:An enchanted lamp, shining with the light of lesser jewels.
D: You can equip it as a light source with a radius of 3 squares.
D: It will shine forever.


N:131:& Silmaril~
G:*:w
I:39:9:0
W:25:0:2:100000
P:0:0d0:0:0d0
F:SEE_INVIS | SUST_GRA | EASY_KNOW
F:IGNORE_ALL | NO_SMITHING
D:You can equip it as a light source with a radius of 7 squares.
D: It will shine forever.


##### Amulets #####


N:132:Adornment
G:":d
I:40:0:0
W:7:0:3:20
P:0:0d0:0:0d0
A:7/3
F:EASY_KNOW
D:It is very beautiful and finely wrought.


N:133:Constitution
G:":d
I:40:1:0
W:8:0:3:500
P:0:0d0:0:0d0
A:8/3
F:CON | SUST_CON


N:134:Grace
G:":d
I:40:2:0
W:10:0:3:500
P:0:0d0:0:0d0
A:10/3
F:GRA | SUST_GRA


N:135:Regeneration
G:":d
I:40:3:0
W:12:0:3:600
P:0:0d0:0:0d0
A:12/3
F:REGEN | EASY_KNOW


N:136:Preservation
G:":d
I:40:4:0
W:14:0:3:20000
P:0:0d0:0:0d0
A:14/3
F:SUST_CON
F:SUST_GRA | SLOW_DIGEST | IGNORE_ALL
F:EASY_KNOW


N:137:the Blessed Realm
G:":d
I:40:5:0
W:16:0:3:30000
P:0:0d0:0:0d0
A:16/6
F:GRA | SUST_GRA | LIGHT



N:138:Danger
G:":d
I:40:6:0
W:9:0:3:0
P:0:0d0:0:0d0
A:9/3
F:DANGER | EASY_KNOW


##### Rings #####


N:150:Perception
G:=:d
I:45:0:0
W:5:0:1:500
P:0:0d0:0:0d0
A:5/3
F:PERCEPTION


N:151:Sustenance
G:=:d
I:45:1:0
W:7:0:1:150
P:0:0d0:0:0d0
A:7/3
F:SLOW_DIGEST | EASY_KNOW


N:152:Evasion
G:=:d
I:45:2:0
W:8:0:1:500
P:0:0d0:0:0d0
A:8/3
D:It helps you avoid your enemies' blows. 


N:153:Protection
G:=:d
I:45:3:0
W:9:0:1:500
P:0:0d0:0:0d0
A:9/3
D:It provides protection from damage. 


N:154:Strength
G:=:d
I:45:4:0
W:9:0:1:500
P:0:0d0:0:0d0
A:9/3
F:STR | SUST_STR


N:155:Dexterity
G:=:d
I:45:5:0
W:10:0:1:500
P:0:0d0:0:0d0
A:10/3
F:DEX | SUST_DEX


N:156:Frost
G:=:d
I:45:6:0
W:11:0:1:250
P:0:0d0:0:0d0
A:11/3
F:RES_FIRE | EASY_KNOW


N:157:Warmth
G:=:d
I:45:7:0
W:12:0:1:250
P:0:0d0:0:0d0
A:12/3
F:RES_COLD | EASY_KNOW


N:158:Accuracy
G:=:d
I:45:8:0
W:12:0:1:500
P:0:0d0:0:0d0
A:12/3
D:It helps you hit your opponents. 


N:159:Free Action
G:=:d
I:45:9:0
W:12:0:1:1500
P:0:0d0:0:0d0
A:12/3
F:FREE_ACT | EASY_KNOW


N:160:Damage
G:=:d
I:45:10:0
W:13:0:1:500
P:0:0d0:0:0d0
A:13/3
F:DAMAGE_SIDES


N:161:True Sight
G:=:d
I:45:11:0
W:13:0:1:340
P:0:0d0:0:0d0
A:13/3
F:SEE_INVIS | RES_BLIND | RES_HALLU | EASY_KNOW


N:162:Venom's End
G:=:d
I:45:12:0
W:14:0:1:16000
P:0:0d0:0:0d0
A:14/3
F:RES_POIS | EASY_KNOW



N:171:Hunger
G:=:d
I:45:21:0
W:6:0:1:0
P:0:0d0:0:0d0
A:6/2
F:HUNGER | EASY_KNOW


N:172:Wrath
G:=:d
I:45:22:0
W:10:0:1:0
P:0:0d0:0:0d0
A:10/2
F:AGGRAVATE | EASY_KNOW



##### Staves #####


N:191:Imprisonment
G:_:d
I:55:1:0
W:6:0:50:400
P:0:0d0:0:0d0
A:6/3
D:It may shut and lock all doors in line of sight.


N:192:Freedom
G:_:d
I:55:2:0
W:9:0:50:400
P:0:0d0:0:0d0
A:9/3
D:It reveals doors and traps in line of sight and may
D: open or destroy them.


N:193:Light
G:_:d
I:55:3:0
W:7:0:50:250
P:0:0d0:0:0d0
A:7/2:15/1
D:It lights up an area with a radius of 7 squares, plus the entire room
D: if you are currently in one.  This stuns
D: any light-sensitive creatures within the area of effect.


N:195:Sanctity
G:_:d
I:55:5:0
W:6:0:50:400
P:0:0d0:0:0d0
A:6/2
D:It removes curses from the items in your possession.


N:196:Understanding
G:_:d
I:55:6:0
W:10:0:50:400
P:0:0d0:0:0d0
A:10/2:15/1
D:It identifies an item. 
D: (This may be aborted without using up a charge.) 


N:197:Revelations
G:_:d
I:55:7:0
W:13:0:50:400
P:0:0d0:0:0d0
A:13/3
D:It reveals your surroundings.


N:198:Treasures
G:_:d
I:55:8:0
W:13:0:50:400
P:0:0d0:0:0d0
A:13/3
D:It shows you the whereabouts of all items on the level.


N:199:Foes
G:_:d
I:55:9:0
W:13:0:50:400
P:0:0d0:0:0d0
A:13/3
D:It shows you the whereabouts of all monsters on the level.


N:200:Slumber
G:_:d
I:55:10:0
W:11:0:50:400
P:0:0d0:0:0d0
A:11/3:17/2
D:It causes a great weariness in all monsters in line of sight.


N:201:Majesty
G:_:d
I:55:11:0
W:9:0:50:400
P:0:0d0:0:0d0
A:9/3
D:It causes fear in all monsters in line of sight.


N:202:Self Knowledge
G:_:d
I:55:12:0
W:7:0:50:400
P:0:0d0:0:0d0
A:7/2
D:It lets you know all of your abilities.


N:203:Warding
G:_:d
I:55:13:0
W:11:0:50:400
P:0:0d0:0:0d0
A:11/3
D:It can be used to create glyphs of warding, which your opponents
D: have difficulty crossing.


N:204:Earthquakes
G:_:d
I:55:14:0
W:13:0:50:400
P:0:0d0:0:0d0
A:13/3:21/2
D:It causes a small earthquake, crushing nearby areas with
D: stone and rubble. 


N:206:Recharging
G:_:d
I:55:16:0
W:11:0:50:400
P:0:0d0:0:0d0
A:11/2
D:It allows you to partially recharge another staff.


N:210:Summoning
G:_:d
I:55:17:0
W:7:0:50:0
P:0:0d0:0:0d0
A:7/6
D:It summons 2d4 monsters out of sight on the current level. 


N:211:Entrapment
G:_:d
I:55:18:0
W:9:0:50:0
P:0:0d0:0:0d0
A:9/6
D:It produces 2d4 new traps on the current level. 


##### Trumpets #####

N:240:Terror
G:?:d
I:66:0:0
W:7:0:70:100
P:0:0d0:0:0d0
A:7/6
F:EASY_KNOW
D:A straight trumpet in the heraldic style.
D: Its sound brings terror to your enemies.


N:241:Thunder
G:?:d
I:66:1:0
W:10:0:70:100
P:0:0d0:0:0d0
A:10/6
F:EASY_KNOW
D:A straight trumpet in the heraldic style.
D: Its sound stuns your enemies. 


N:242:Blasting
G:?:d
I:66:2:0
W:13:0:70:100
P:0:0d0:0:0d0
A:13/6
F:EASY_KNOW
D:A straight trumpet in the heraldic style.
D: Its sound can shatter stone.
D: In addition to the compass directions, brave souls can
D: aim it up (<) or down (>).


N:250:Warning
G:?:d
I:66:3:0
W:7:0:70:0
P:0:0d0:0:0d0
A:7/12
F:EASY_KNOW
D:A straight trumpet in the heraldic style.
D: It rings out a challenge to your foes. 


##### Potions #####


N:313:Miruvor
G:!:d
I:75:0:100
W:11:0:4:1000
P:0:0d0:0:0d0
A:11/2:17/1
F:EASY_KNOW
D:It cures stunning, confusion, hallucination, poison,
D: blindness, cuts, fear, and half your health.


N:315:Orcish Liquor
G:!:d
I:75:2:100
W:3:0:4:100
P:0:0d0:0:0d0
A:3/1:7/1
F:EASY_KNOW
D:It banishes all fear, cures a quarter of your health, and stuns you
D: (for 2d4 turns).


N:317:Clarity
G:!:d
I:75:4:100
W:6:0:4:100
P:0:0d0:0:0d0
A:6/2:13/1
F:EASY_KNOW
D:It cures stunning, confusion, and hallucination; and ends
D: your rage. 


N:318:Healing
G:!:d
I:75:5:100
W:9:0:4:300
P:0:0d0:0:0d0
A:9/1:15/1
F:EASY_KNOW
D:It heals all cuts and restores half your health.


N:319:Voice
G:!:d
I:75:6:100
W:13:0:4:300
P:0:0d0:0:0d0
A:13/1
F:EASY_KNOW
D:It renews your voice. 


N:320:True Sight
G:!:d
I:75:7:100
W:7:0:4:100
P:0:0d0:0:0d0
A:7/1
F:EASY_KNOW
D:It restores your sight and enables you to resist
D: blindness, resist hallucination, and see
D: invisible creatures for 10d4 turns. 


N:321:Slow Poison
G:!:d
I:75:8:100
W:2:0:4:100
P:0:0d0:0:0d0
A:2/1:12/1
F:EASY_KNOW
D:It halves the severity of any current poisoning.


N:322:Quickness
G:!:d
I:75:9:100
W:5:0:4:200
P:0:0d0:0:0d0
A:5/1:15/1
F:EASY_KNOW
D:It makes you move more quickly (+1 to speed) for 10d4 turns.


N:323:Elemental Resistance
G:!:d
I:75:10:100
W:12:0:4:100
P:0:0d0:0:0d0
A:12/1
F:EASY_KNOW
D:It grants you temporary resistance to fire and cold for 20d4 turns.


N:327:Strength
G:!:d
I:75:14:100
W:6:0:4:200
P:0:0d0:0:0d0
A:6/2:12/1
F:EASY_KNOW
D:It grants a bonus of +3 to strength for 20d4 turns,
D: restoring strength in the process.


N:328:Dexterity
G:!:d
I:75:15:100
W:7:0:4:200
P:0:0d0:0:0d0
A:7/2:13/1
F:EASY_KNOW
D:It grants a bonus of +3 to dexterity for 20d4 turns,
D: restoring dexterity in the process.


N:329:Constitution
G:!:d
I:75:16:100
W:8:0:4:200
P:0:0d0:0:0d0
A:8/2:14/1
F:EASY_KNOW
D:It grants a bonus of +3 to constitution for 20d4 turns,
D: restoring constitution in the process.


N:330:Grace
G:!:d
I:75:17:100
W:9:0:4:200
P:0:0d0:0:0d0
A:9/2:15/1
F:EASY_KNOW
D:It grants a bonus of +3 to grace for 20d4 turns,
D: restoring grace in the process.


N:343:Slowness
G:!:d
I:75:22:100
W:2:0:4:0
P:0:0d0:0:0d0
A:2/3
F:EASY_KNOW
D:It slows you down (-1 to speed) for 10d4 turns.


N:344:Poison
G:!:d
I:75:23:100
W:3:0:4:0
P:0:0d0:0:0d0
A:3/3
F:EASY_KNOW
D:It causes 5d4 points of poison. 


N:345:Blindness
G:!:d
I:75:24:100
W:4:0:4:0
P:0:0d0:0:0d0
A:4/3
F:EASY_KNOW
D:It induces blindness for 10d4 turns.


N:346:Confusion
G:!:d
I:75:25:100
W:6:0:4:0
P:0:0d0:0:0d0
A:6/3
F:EASY_KNOW
D:It induces confusion for 5d4 turns.


N:348:Awkwardness
G:!:d
I:75:27:100
W:9:0:4:0
P:0:0d0:0:0d0
A:9/3
F:EASY_KNOW
D:It reduces your dexterity by one point. 


N:350:Disconnection
G:!:d
I:75:29:100
W:11:0:4:0
P:0:0d0:0:0d0
A:11/3
F:EASY_KNOW
D:It reduces your grace by one point. 


##### Chests #####

# note that the steel and jewelled chests
# give higher chances of good and great items

N:372:& Small wooden chest~
G:~:D1
I:7:1:0
W:5:0:200:20
P:0:0d0:0:0d0
A:5/4


N:373:& Small steel chest~
G:~:s
I:7:2:0
W:12:0:250:200
P:0:0d0:0:0d0
A:12/4
F:IGNORE_ALL


N:374:& Small jewelled chest~
G:~:v1
I:7:3:0
W:19:0:750:250
P:0:0d0:0:0d0
A:19/8
F:IGNORE_ALL


N:375:& Large wooden chest~
G:~:u
I:7:11:0
W:10:0:500:60
P:0:0d0:0:0d0
A:10/8


N:376:& Large steel chest~
G:~:W
I:7:12:0
W:17:0:750:250
P:0:0d0:0:0d0
A:17/8
F:IGNORE_ALL


N:377:& Large jewelled chest~
G:~:v
I:7:13:0
W:24:0:750:250
P:0:0d0:0:0d0
A:24/8
F:IGNORE_ALL


N:378:& Finely wrapped present~
G:~:r
I:7:4:0
W:25:0:100:250
P:0:0d0:0:0d0
F:IGNORE_ALL | EASY_KNOW



##### Herbs #####


N:380:Rage
G:,:d
I:80:0:250
W:3:0:1:25
P:0:0d0:0:0d0
A:3/2:9/1:15/1
F:EASY_KNOW
D:It sends you into a dark rage
D: (+1 Str/Con, -1 Dex/Gra, special melee attack, resistance to fear)
D: for 10d4 turns.
D: Herbs provide nourishment for about 250
D: turns under normal conditions. 


N:381:Sustenance
G:,:d
I:80:1:0
W:5:0:1:50
P:0:0d0:0:0d0
A:5/2:15/1
F:EASY_KNOW
D:It provides nourishment for about 2000 turns
D: under normal conditions. 


N:382:Terror
G:,:d
I:80:2:250
W:3:0:1:10
P:0:0d0:0:0d0
A:3/2:6/2
F:EASY_KNOW
D:It induces fear that lasts
D: for 10d4 turns and a burst of speed that lasts 5d4 turns.
D: Herbs provide nourishment for about 250
D: turns under normal conditions.


N:383:Healing
G:,:d
I:80:3:250
W:7:0:1:75
P:0:0d0:0:0d0
A:7/2:17/1
F:EASY_KNOW
D:It cures a quarter of your health.  Herbs provide nourishment for
D: about 250 turns under normal conditions. 


N:384:Restoration
G:,:d
I:80:4:250
W:9:0:1:1000
P:0:0d0:0:0d0
A:9/2:19/2
F:EASY_KNOW
D:It restores all of your statistics by up to 3 points each. 
D: Herbs provide nourishment for about 250 turns under normal
D: conditions. 


N:385:Emptiness
G:,:d
I:80:5:0
W:4:0:1:0
P:0:0d0:0:0d0
A:4/3
F:EASY_KNOW
D:It makes you more hungry (by 1,000 turns under normal conditions). 


N:386:Visions
G:,:d
I:80:6:250
W:8:0:1:0
P:0:0d0:0:0d0
A:8/3
F:EASY_KNOW
D:It causes you to hallucinate for 80d4 turns, but cures blindness in
D: the process.
D: Herbs provide nourishment for about 250
D: turns under normal conditions.


N:387:Entrancement
G:,:d
I:80:7:250
W:8:0:1:0
P:0:0d0:0:0d0
A:8/3
F:EASY_KNOW
D:It induces a trance that lasts for 10d4 turns.
D: Herbs provide nourishment for about 250 turns under
D: normal conditions. 


N:388:Weakness
G:,:d
I:80:8:250
W:8:0:1:0
P:0:0d0:0:0d0
A:8/3
F:EASY_KNOW
D:It reduces your strength by one point.
D: Herbs provide nourishment for about 250
D: turns under normal conditions. 


N:389:Sickness
G:,:d
I:80:9:250
W:8:0:1:0
P:0:0d0:0:0d0
A:8/3
F:EASY_KNOW
D:It reduces your constitution by one point.
D: Herbs provide nourishment for
D: about 250 turns under normal conditions. 


N:399:& Piece~ of Dark Bread
G:,:s
I:80:35:1500
W:7:0:5:2
P:0:0d0:0:0d0
A:7/2:13/1
F:EASY_KNOW
D:It provides nourishment for about 1,500 turns under normal conditions. 


N:400:& Strip~ of Dried Meat
G:,:u
I:80:36:2000
W:10:0:10:3
P:0:0d0:0:0d0
A:10/4:16/1
F:EASY_KNOW
D:It provides nourishment for about 2,000 turns under normal conditions. 


N:401:& Fragment~ of Lembas
G:,:y
I:80:37:3000
W:7:0:1:10
P:0:0d0:0:0d0
A:7/4:18/2
F:EASY_KNOW
D:It restores a point of grace if it has been drained.  It provides
D: nourishment for about 3,000 turns under normal conditions. 


##### Various #####


N:402:& Flask~ of oil
G:!:y1
I:77:0:3000
W:7:0:10:3
P:0:0d0:0:0d0
A:7/2:13/1:19/1
F:EASY_KNOW
D:It can be used to fuel a brass lantern with 3,000 turns of light,
D: up to a maximum of 7,000 turns of light.


N:410:& Piece~ of Mithril
G:~:B
I:4:0:0
W:10:5:1:100
P:0:0d0:0:0d0
A:15/20
F:EASY_KNOW
D:Small shining pieces of true silver. They can be used at a forge
D: to create mithril items.


N:440:& Orc Skeleton~
G:~:w
I:3:0:0
W:1:5:130:0
P:0:0d0:0:0d0
A:1/5
F:EASY_KNOW


N:441:& Human Skeleton~
G:~:w
I:3:1:0
W:8:5:120:0
P:0:0d0:0:0d0
A:8/5
F:EASY_KNOW


N:442:& Elf Skeleton~
G:~:w
I:3:2:0
W:15:10:110:0
P:0:0d0:0:0d0
A:15/5
F:EASY_KNOW


N:451:& Note~
G:~:W1
I:2:1:0
W:0:1:1:0
P:0:0d0:0:0d0
F:EASY_KNOW
D:Welcome to Sil. The game is set within a vast dungeon called Angband.
D: You have journeyed far into the north to reach Angband, and at
D: great cost have found your way in. You plan to descend 1,000 ft
D: into the earth, to find the dark enemy Morgoth and to cut a
D: Silmaril from his crown, so that its light might once again be free.
D:                                  
D: As with many other Roguelike games, Sil's graphics are represented by text:
D: you are represented by the @, the + is a door, the ~ is a note, the blocks are
D: walls. Try moving around with the keypad or arrow keys to reach the note.
D: (You may need to press Numlock if your keypad doesn't work).


N:452:& Note~
G:~:W1
I:2:2:0
W:0:1:1:0
P:0:0d0:0:0d0
F:EASY_KNOW
D:To proceed, you will need to go through that door. To open a door, just
D: try to move into it. Some doors are locked, in which case you will
D: need to try multiple times in order to pick the lock. Alternatively,
D: you could try bashing down the door by holding down Control while you
D: move into it (or press (/) before moving). Some doors are stuck, in
D: which case bashing them down is the only way past.


N:453:& Note~
G:~:W1
I:2:3:0
W:0:1:1:0
P:0:0d0:0:0d0
F:EASY_KNOW
D:There are many different types of objects, which are represented
D: by punctuation symbols. For example the | is a sword and the (
D: is a piece of armour. To pick them up, walk onto them and
D: press (,). The comma key interacts with your current square.
D: Since there is an object there, it picks it up. To drop an object,
D: press (d).


N:454:& Note~
G:~:W1
I:2:4:0
W:0:1:1:0
P:0:0d0:0:0d0
F:EASY_KNOW
D:Once you have got the items, they will be in your inventory.
D: You inventory is displayed in a window to the right of the main map.
D: If you cannot see this window, you can also view inventory
D: by pressing (i).


N:455:& Note~
G:~:W1
I:2:5:0
W:0:1:1:0
P:0:0d0:0:0d0
F:EASY_KNOW
D:Now that you can view your inventory, try equipping your
D: sword and armour. To do this, press (u) to use an item,
D: followed by the inventory letter of the item you wish to
D: use. When you have equipped both sword and armour, they
D: will disappear from your inventory and appear in your
D: equipment list (in a window to the right).
D: You can also press (e) to view equipment.


N:456:& Note~
G:~:W1
I:2:6:0
W:0:1:1:0
P:0:0d0:0:0d0
F:EASY_KNOW
D:You are now ready to try some combat. Creatures in Sil are
D: represented by letters of the alphabet. In the next room
D: lies the least fearsome creature in the game: a grey mold.
D: Molds don't move, so simply walk up to it and move into it
D: to attack. However, remember that in Sil death is final.
D: If things start going badly, you can always retreat.


N:457:& Note~
G:~:W1
I:2:7:0
W:0:1:1:0
P:0:0d0:0:0d0
F:EASY_KNOW
D:To find out everything else you need to know about combat,
D: you should read the appropriate pages in the manual.
D: that comes with the game. This is
D: not essential for your first few games, but will
D: help you explore the rich tactical combat system in Sil.


N:458:& Note~
G:~:W1
I:2:8:0
W:0:1:1:0
P:0:0d0:0:0d0
F:EASY_KNOW
D:There is no obvious way out of this room, but there might be a
D: secret door somewhere. Pressing (z) or (5) waits a single turn
D: and also increases your natural searching ability. Try walking
D: around the wall of the room and searching for a secret door.
D: You can also rest until healed by holding Shift while pressing
D: (z) or (5). This might be useful after that fight.


N:459:& Note~
G:~:W1
I:2:9:0
W:0:1:1:0
P:0:0d0:0:0d0
F:EASY_KNOW
D:The } here is a bow, and the - is a set of arrows. Pick them up
D: using (,), then wield them both using (u). You can now fire arrows
D: using (f). Try this in the next room.


N:460:& Note~
G:~:W1
I:2:10:0
W:0:1:1:0
P:0:0d0:0:0d0
F:EASY_KNOW
D:If you want to move a long distance, hold down Shift while
D: you move (or press (.) before moving). This moves you continuously until
D: something happens which needs your attention. It can even
D: run around corners in corridors. Try it.


N:461:& Note~
G:~:W1
I:2:11:0
W:0:1:1:0
P:0:0d0:0:0d0
F:EASY_KNOW
D:Corridors and some rooms like this one are not lit, forcing you
D: to rely on your torch or lantern for light. Darkness and light
D: is a major theme in Sil.


N:462:& Note~
G:~:W1
I:2:12:0
W:0:1:1:0
P:0:0d0:0:0d0
F:EASY_KNOW
D:You have found a shortsword. Note that it is listed as a Shortsword
D: (+0, 1d7) [+1]. The numbers given in round brackets are attack values
D: and those in square brackets are defence. This shortsword gives no
D: bonus to hit, does a single seven sided die of damage, and gives a
D: +1 bonus to evasion. In contrast, your curved sword has -1 to attack
D: and does two five sided dice of damage, and the same bonus to evasion.
D:                                 
D: This shortsword is also marked {special}. This means that it bears some
D: unknown enchantment. You will have to discover what that is. For now
D: try wielding it (u).


N:463:& Note~
G:~:W1
I:2:13:0
W:0:1:1:0
P:0:0d0:0:0d0
F:EASY_KNOW
D:Here is a set of Gauntlets (-1) [+0, 1d1]. This means that they
D: give a penalty of -1 to your attacks, they have no bonus to evasion
D: and they absorb 1 point of damage (a one sided die worth...).
D: In contrast, your Leather Armour [-1, 1d4] has a -1 penalty to evasion
D: and absorbs one four sided die of damage.
D:                                           As you can see, armour and
D: weapons in Sil come with trade-offs between attack (chance of hitting;
D: damage), and defence (chance of evading hits; damage reduction).
D: Which pieces of equipment are best will depend on the circumstances.


N:464:& Note~
G:~:W1
I:2:14:0
W:0:1:1:0
P:0:0d0:0:0d0
F:EASY_KNOW
D:If you were wielding the shortsword, you would have noticed it glow
D: brightly in the presence of the orc, indicating to the perceptive player
D: that it is a weapon of orc-slaying. This also means that it does an
D: extra die of damage against orcs, making its 1d7 into 2d7: a large bonus.


N:465:& Note~
G:~:W1
I:2:15:0
W:0:1:1:0
P:0:0d0:0:0d0
F:EASY_KNOW
D:The dungeons of Angband are littered with many traps. Near here is a
D: caltrop trap which temporarily slows you. Like most traps, it can be
D: disarmed by holding down Control while attempting to move into it
D: (or pressing (/) before moving). This also has a chance of triggering the trap.
D: Since it is not too dangerous, try to disarm it until you succeed.


N:466:& Note~
G:~:W1
I:2:16:0
W:0:1:1:0
P:0:0d0:0:0d0
F:EASY_KNOW
D:Your character has four main statistics: Strength, Dexterity,
D: Constitution, and Grace. These are represented at the left of
D: the screen. The numbers can be positive or negative, with zero
D: representing the average for the humans of this age (the Edain).


N:467:& Note~
G:~:W1
I:2:17:0
W:0:1:1:0
P:0:0d0:0:0d0
F:EASY_KNOW
D:Your Strength mainly affects the damage you deal. You can get an
D: extra side on each damage die for each point of Strength. Your
D: strength is 2, so you do 2d7 damage with the curved sword instead
D: of 2d5.                                             
D: You only do 1d8 damage with the shortsword though, as you
D: can get at most 1 extra point of damage for each lb the weapon
D: weighs (or 1 per 1.5 lbs for two handed weapons).
D: Your abilities with your current weapon/bow/armour are listed on the
D: left of the screen too. Try switching weapons to see what happens.


N:468:& Note~
G:~:W1
I:2:18:0
W:0:1:1:0
P:0:0d0:0:0d0
F:EASY_KNOW
D:Your Constitution increases your maximum health. Unlike many other
D: games, in Sil it is the only thing that affects maximum Health.
D: To survive the more challenging opponents, you will need to
D: get better at avoiding their attacks or absorbing the damage with armour.


N:469:& Note~
G:~:W1
I:2:19:0
W:0:1:1:0
P:0:0d0:0:0d0
F:EASY_KNOW
D:As well as your Statistics, you have 8 skills open to you.
D: Your Dexterity affects the first four of these: Melee, Archery,
D: Evasion, and Stealth.


N:470:& Note~
G:~:W1
I:2:20:0
W:0:1:1:0
P:0:0d0:0:0d0
F:EASY_KNOW
D:As well as your Statistics, you have 8 skills open to you.
D: Your Grace affects the last four of these: Perception, Will,
D: Smithing, and Song. It also increases your 'Voice' which is
D: a measure of how long can keep singing a song of power.


N:471:& Note~
G:~:W1
I:2:21:0
W:0:1:1:0
P:0:0d0:0:0d0
F:EASY_KNOW
D:To have a look at your character sheet, press @. This will show
D: all of your Skills and much more. To exit just press Escape
D: (which exits any menu in Sil).


N:472:& Note~
G:~:W1
I:2:22:0
W:0:1:1:0
P:0:0d0:0:0d0
F:EASY_KNOW
D:In Sil, your character gains experience from encountering enemies,
D: killing enemies, identifying items, and reaching new depths in
D: the dungeon. You can use the experience you have earned to increase
D: your Skills via the character sheet, but don't do so right now.


N:473:& Note~
G:~:W1
I:2:23:0
W:0:1:1:0
P:0:0d0:0:0d0
F:EASY_KNOW
D:Sometimes you won't know what a character on the screen represents.
D: To find out, press (l), which allows you to look at objects.


N:474:& Note~
G:~:W1
I:2:24:0
W:0:1:1:0
P:0:0d0:0:0d0
F:EASY_KNOW
D:Sometimes you will have identified an item, but still won't know exactly
D: what it does. You can find out more by pressing (x) to examine it.


N:475:& Note~
G:~:W1
I:2:25:0
W:0:1:1:0
P:0:0d0:0:0d0
F:EASY_KNOW
D:Sometimes you will forget which key does what, or need a new command.
D: You can see a list of all the key commands by pressing (?).


N:476:& Note~
G:~:W1
I:2:26:0
W:0:1:1:0
P:0:0d0:0:0d0
F:EASY_KNOW
D:You now know more than enough to start playing Sil and can probably
D: pick up most things as you go along, with occasional references to the
D: manual if you want to know exactly how things work. If you'd like to
D: continue with the tutorial, just take the door to the north. If you'd
D: like to start a proper game, then go through the passage to the east.
D: If you want to skip this part of the tutorial next time, there is a
D: secret door to the south between the first room and this room.


N:477:& Note~
G:~:W1
I:2:27:0
W:0:1:1:0
P:0:0d0:0:0d0
F:EASY_KNOW
D:To use the staircase, type (,) when standing on it.


N:478:& Note~
G:~:W1
I:2:28:0
W:0:1:1:0
P:0:0d0:0:0d0
F:EASY_KNOW
D:Enemies in Sil have three levels of alertness. They can be asleep, unwary,
D: or alert. When they are asleep they don't move, and their Evasion score is
D: set to [-5]. When they are unwary, they move around oblivious to you and
D: their Evasion is halved.
D:                                             
D: Remaining unnoticed can be a great advantage in Sil. You can try to avoid
D: all enemies, avoid only those you cannot handle, or kill them in their sleep.
D: It is even possible to play the game without any combat if you are very
D: careful.                                                 


N:479:& Note~
G:~:W1
I:2:29:0
W:0:1:1:0
P:0:0d0:0:0d0
F:EASY_KNOW
D:Your chance to remain unseen is primarily affected by your Stealth skill.
D: Enemies get a penalty to notice you based on how far away they are, with
D: closed doors counting as five squares.
D:                                                                    
D: If you are within sight of an unwary enemy, it receives a bonus
D: to notice you, and this effect is increased for each floor square around
D: you. It thus pays to remain out of sight and behind closed doors, or
D: (if you must be in sight), to hide near the walls and corners of rooms.
D: Finally, there is a penalty for making loud noises, such as being
D: involved in combat.


N:480:& Note~
G:~:W1
I:2:30:0
W:0:1:1:0
P:0:0d0:0:0d0
F:EASY_KNOW
D:If it is critical to avoid attracting attention, you get a bonus for staying
D: still, or for moving slowly (Stealth mode). To switch this on or off, press (S).
D: Using Stealth mode and sticking to the walls, see if you can evade these
D: Orc soldiers. If not, don't despair -- stealth is not always easy.


N:481:& Note~
G:~:W1
I:2:31:0
W:0:1:1:0
P:0:0d0:0:0d0
F:EASY_KNOW
D:It looks like there has been a cave-in here. To get through
D: you will need to move diagonally. This is easy with a keypad, but harder on
D: a laptop computer. To move diagonally, use the 1 3 7 9 keys at the top of the
D: keyboard. This can be a little tricky to learn, but it is often convenient and
D: sometimes essential. If you are very familiar with the hjkl movement keys,
D: there is an option to use them instead in the options menu (O).


N:482:& Note~
G:~:W1
I:2:32:0
W:0:1:1:0
P:0:0d0:0:0d0
F:EASY_KNOW
D:The corridor ahead is completely blocked, but there is a shovel here.
D: To use it, press (u) to wield it, then with it in hand, you can use Control
D: (or (/)) to tunnel through the rubble. Deeper down you might find mattocks
D: which can dig through quartz veins, and even some ways to dig through
D: granite. It is strongly recommended that you carry some means of digging
D: when you venture down into the depths, or you could become trapped.


N:483:& Note~
G:~:W1
I:2:33:0
W:0:1:1:0
P:0:0d0:0:0d0
F:EASY_KNOW
D:Some characters learn to sing songs of power, which can
D: have great effect upon you, your enemies, or even your environment.
D: Your character knows two songs: the Song of Slaying, which provides
D: a bonus to attack which gets larger the more creatures you kill, and
D: the Song of the Trees, which increases your light radius. Behind this
D: door you will find use for both of them. Press (s) to begin or end
D: singing.


N:484:& Note~
G:~:W1
I:2:34:0
W:0:1:1:0
P:0:0d0:0:0d0
F:EASY_KNOW
D:Some characters master Smithing and create enchanted items.
D: To do so requires you to find a forge and when standing in it,
D: to press (,). Your character knows how to forge armour,
D: and how to enchant it. Find the forge through this door and
D: create a set of boots of speed. As with most enchantment you
D: have to lend a piece of yourself to make these, in this case the
D: price is 500 experience points.


N:485:& Note~
G:~:W1
I:2:35:0
W:0:1:1:0
P:0:0d0:0:0d0
F:EASY_KNOW
D:When you have learnt about Song and Smithing, go through this door.


N:486:& Note~
G:~:W1
I:2:36:0
W:0:1:1:0
P:0:0d0:0:0d0
F:EASY_KNOW
D:Each of the eight skills has a set of special Abilities tied to it.
D: Each type of song is an Ability for the Song skill. Armour Smithing
D: and Enchantment are Abilities for the Smithing skill. The boots of
D: quickness you made grant an Ability called Sprinting, linked to the
D: Evasion skill. They make you move more quickly if you spend several
D: turns moving in roughly the same direction.


N:487:& Note~
G:~:W1
I:2:37:0
W:0:1:1:0
P:0:0d0:0:0d0
F:EASY_KNOW
D:To look through the available Abilities, press (Tab). You will see
D: that each one has a required number of points in that Skill and
D: possibly some pre-requisite Abilities. Typically the first ability
D: in a skill costs 500 experience, then 1000, 1500 etc. You will have
D: to find the right balance between spending experience on Skill points
D: and on abilities. Now might be a good time to spend any experience
D: you have on Skills or Abilities.


N:488:& Note~
G:~:W1
I:2:38:0
W:0:1:1:0
P:0:0d0:0:0d0
F:EASY_KNOW
D:That's it. You now know enough about Sil to really get started.
D: If you need to know any more, then have a look through the manual.
D: Through here lies your final challenge, and one that will
D: almost certainly mean your demise. See if you can make it past the
D: challenge and reach the staircase, using it by pressing (,).


N:489:& Note~
G:~:W1
I:2:39:0
W:0:1:1:0
P:0:0d0:0:0d0
F:EASY_KNOW
D:39.


N:490:& Note~
G:~:W1
I:2:40:0
W:0:1:1:0
P:0:0d0:0:0d0
F:EASY_KNOW
D:40.


##### New Items #####

# New items sometimes have to go down here if there were not enough
# indices to fit them in the right place, since moving indices around
# breaks savefile compatibility.

N:500:& Lesser Jewel~
G:*:B
I:39:2:0
W:7:0:2:1000
P:0:0d0:0:0d0:0
A:7/20
D:An enchanted glowing jewel, akin to a Silmaril, but much less
D: powerful.
D: You can equip it as a light source with a radius of 1 square.
D: It will shine forever.



