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.

 -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 three special values: HP, MP and Experience:
- The HP and MP values indicate the percentages of hit points and magic
  points that are gained per level, 100% being the Human standard.
- The Experience value indicates how much experience has to be earned in
  order to gain a new level. +1 is the Human standard, and all other
  species (apart from Halfling and Kobold) are slower. These values use
  the same scale as the skill aptitudes.

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

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


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