# 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.
