TABLES OF APTITUDES

The following three tables describe all aptitudes of the various species
for the various skills. Knowledge, neither explicit nor implicit, of these
are not necessary for winning in Crawl. The qualitative information behind
this sheet (i.e., which species are good at which tasks) can be obtained in
two other ways:
- Read the species section in the manual about strengths and weaknesses.
- Look at which combinations of species and background are recommended.

 --  no aptitude (cannot learn this skill at all)
 -5  abysmal aptitude
 -4  terrible aptitude (learning half as fast as at 0 aptitude)
 -3  very poor aptitude
 -2  poor aptitude
 -1  slightly disfavoured aptitude
  0  standard aptitude
 +1  slightly favoured aptitude
 +2  strong aptitude
 +3  very strong aptitude
 +4  outstanding aptitude (learning twice as fast as at 0 aptitude)
 +5  exceptional aptitude

There are four special values: HP, MP, Experience and Magic Resistance:
- The HP value indicates the percentage of hit points gained per experience
  level, 100% being the Human standard.
- The MP value indicates a fixed additive modifier to magic points.
- The Experience value indicates how much experience has to be earned in
  order to gain a new experience level, +1 being the Human standard. These
  values use the same scale as the skill aptitudes.
- The Magic Resistance value indicates resistance to hostile enchantments per
  experience level, +3 being the Human standard.

The abbreviations used for the skills are:

General skills, Experience   Melee and Ranged Combat     Spellcasting and Magic
--------------------------   -----------------------     ----------------------
Arm - Armour                 Fgt - Fighting              Spc - Spellcasting
Ddg - Dodging                SBl - Short Blades          Coj - Conjurations
Sth - Stealth                LBl - Long Blades           Hex - Hexes
Shd - Shields                M&F - Maces & Flails        Cha - Charms
                             Axs - Axes                  Sum - Summonings
Inv - Invocations            Pla - Polearms              Nec - Necromancy
Evo - Evocations             Stv - Staves                Trl - Translocations
                             UC  - Unarmed Combat        Trm - Transmutations

HP  - hit points             Thr - Throwing              Fir - Fire Magic
MP  - magic points           Slg - Slings                Ice - Ice Magic
Exp - experience             Bws - Bows                  Air - Air Magic
MR  - magic resistance       Crb - Crossbows             Ear - Earth Magic
                                                         Poi - Poison Magic


                 Arm Ddg Sth Shd   Inv Evo   HP  MP Exp  MR   Fgt SBl LBl M&F Axs Pla Stv UC   Thr Slg Bws Crb   Spc Coj Hex Cha Sum Nec Trl Trm   Fir Ice Air Ear Poi
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