`1
Pushing an Orb into a Recptacle yields a Token.
Collect Tokens to increase your Class Powers.
The sound of Pushing the Orb also annoys monsters!
`2
Fire defeats Ice, Ice defeats Stone, and Stone defeats Fire.
Blue defeats Red, Red defeats Yellow, and Yellow defeats Blue.
Light opposes Dark, Dark opposes Gray, and Gray opposes Light.
`3
Some Monsters and Weapons have an 'Aura' of Blue, Red, or Yellow. 
These are more powerful than normal, and interact as follows:
Blue defeats Red, Red defeats Yellow, and Yellow defeats Blue.
`4
'BRY' Auras of the same color repel each other.
Attacking a Blue Monster with a Blue Weapon
will do much less damage.
`5
Locked Chests require Silver Keys to open,
but they yield more powerful items. And, if you 
can't find the chest, you can save the key for later.
`6
Choosing a Higher or Lower Difficulty will effect the 
Hit Points and Damage of all the monsters you encounter,
and can also effect the quality of treasure you find.
`7
The game can be played entirely from the keyboard,
or with the mouse, or a combination of both.
There may even be future support for mobile devices!
`8
When you level up, both your Hit Points (HP) and Mana
are fully restored. Your maximum HP and Mana
also increase, according to your character class.
`9
Fire Magic burns grass, trees, and other flammable things.
Ice Magic can be used to freeze water.
Stone Magic can crumble walls!
`10
Lanterns increase your Light Radius.
A Bag Of Holding will increase your 
Maximum Inventory Size!
`11
Life Essences and Mana Balls that you don't need
will not be picked up, and can be left for later.
Picks and Food behave the same way.
`12
All monsters will have their 'Level' displayed.
Higher level monsters are more powerful,
the same way that your character gains power with levels.
`13
Lookout for monsters described as 'Greater'.
They will have an asterisk '*' after their level, 
and are more powerful than normal. 
`14
Beware the Massive Monsters '**' !
They are twice as deadly as a normal
monster of their kind and level.
`15
Most monsters resist some type of damage.
Weapon Damage types are Edged, Blunt, and Piercing.
Magic Damage types are Fire, Ice, and Stone.
`16
Many monsters will be weak to one or more types of damage.
Squish a spider with a mace! Melt an Ice Elemental!
Hack a Treelorn to pieces with your sword!
`17
Terrains will block your line of sight to different degrees.
Some terrains will also block arrows and magic bolts.
Others are flammable, freezable, or meltable.
`18
Monsters and Traps can cause negative effects that
take time to go away. These are called "Status Effects".
Poison, Stun, Blindness, Dizziness, and Fear.
`19
Poison damages both your Hit Points and Mana.
Fear prevents you from making melee attacks.
Stun slows you down, and Dizzy randomizes movement.
`20
'Waiting' will reduce negative status effects 
more quickly. It will also reduce your nutrition faster,
and might cause you to heal faster or gain more mana.
`21
Heavy armor reduces the damage done by your spells.
Leather causes a 10% reduction, chain 20%, plate 30%.
Dragonscale reduces it by 50%. Robes have no reduction.
`22
All items have a 'Rarity'. Ordinary, Uncommon, Rare,
Unique, and Legendary. The more rare the item,
the better it will be.
`23
Items also have a 'Level', just like monsters.
A level 5 sword will always be better than a level 1.
You do NOT need to be a certain level to use any weapon.
`24
Weapons might also posess an 'Aura', Blue, Red, or Yellow.
These weapons are most useful against their opposed aura.
Blue defeats Red, Red defeats Yellow, Yellow defeats Blue.
`25
Armor may possess an Elemental Enchantment, which will
increase the power of all your spells of that type.
Some rare weapons might also have elemental powers!
`26
`Some monsters can not move through doors.
`But other monsters might be able to traverse deep water,
`lava, acid, or even the walls themselves!
Some monsters can not use doors.
Others might be able to cross deep water,
lava, acid, or even the walls themselves!
`27
The normal exit from the level is a gray staircase.
A Red Exit will take you to a more dangerous area.
A Golden Staircase will lead you to a safer place.
`28
Some monster might curse items you are carrying.
Cursed items can not be equipped. Carrying cursed
items attracts monsters and drains your nutrition.
`29
There are 'Altars' in the dungeon that will 
remove curses on items you are carrying.
Used altars disappear, so tread on them wisely!
`30
Running out of food ('nutrition') will not kill you.
Instead your Hit Points will slowly dwindle to 1.
You also will not heal or regenerate mana while starving.
`31
Fountains can have many different effects. You can be
fully healed or poisoned, have your mana restored or drained,
be hastened or stunned; You might even burst into flames!
`32
Weapons and armor modify your speed. The faster you move,
the less often monsters will be able to attack you.
Beware equipping both a warhammer and dragonscale armor!
`33
There are many types of traps in the dungeon. Spiked pits
are permanent damaging traps. There are also traps that 
stun, blind, or burn you, curse an item, or summon a monster!
`34
Beware gas vents, and setting acid on fire!
They release a cloud of poison gas that spreads through
the area. Some kinds of terrain will block the spread of gas.
`35
Most kinds of terrain can be altered in some way. Try all 
kinds of magic, to burn, freeze, or shake your environment.
Some kinds of walls may also be dug with a pick.
`36
Collect 'Picks' to dig through walls and rubble.
Remember to turn the 'Auto-Dig' setting on or off,
so that when you bump walls, you take the right action.
`37
Bows have Unlimited Ammunition, and can shoot
over water and through windows, so fire away!
Spells require mana, but have additional effects.
`38
Beware areas of 'Collapsing Floor' . If it falls out
beneath you, you will plummet to the next level down,
and be gravely injured in the process.
`39
It is possible to use collapsing floors strategically.
Erode mountains, impenetrable walls, and other hazards.
You might even be able to kill a monster with it!
`40
Destroying 'Shrines' not only weakens your arch-enemy,
it also provides you with magical jewels. Effects include
Healing, water-walking, haste, stealth, and many more!
`41
Some of your actions can cause large numbers of traps
to activate. Opening locked chests, destroying shrines,
and opening enchanted gates can all do this.
`42
Many levels contain a square room with enchanted gates,
that can not be immediately accessed. Find the lever that
opens the gates, but beware the monsters inside!
`43
It pays to explore beyond the walls of the dungeon.
Hidden areas exist, sometimes containing hordes of 
treasure. Or, just as likely, deadly monsters!
`44
Digging through walls with a pick is a slow process.
Be sure there are no monsters around before you dig,
or you might leave yourself open to several attacks!
`45
The 'Waller' is a monster with a hide like stone.
Not only is it almost impervious to swords and arrows,
but it will actually damage weapons that it is struck with.
`46
The 'Night Slime' has an uncanny ability to blend into
the shadows. They are invisible at all but very close
range. And, they seem to multiply when approached!
`47
'Spectres' are undead spirits nearly immune to every 
type of damage except fire. They can also pass
easily through all kinds of terrain, even walls!
`48
There is no limit to how strong a 'Blood-Sucker'
can become. Each time it strikes, it gains more
Hit Points and is able to do more damage!
`49
'Treelorns' are powerful plant creatures capable of 
knocking your weapon right out of your hand!
They resist ice, but are vulnerable to sword and fire.
`50
Stationary 'Stone Elementals' won't chase you,
but they are capable of powerful ranged attacks.
And their melee attacks are even more deadly.
`51
'Steely Eyes' are fragile floating one-eyed gas bags.
They multiply quickly, and move extremely fast.
They also resist magic. Luckily, their attacks are weak.
`52
Legendary weapons and armor can not be damaged.
Nor can a treelorn knock them from your person!
They are even immune to becoming cursed.
`53
The three Sentinels, Zosma, Hexydus, and Wyschardus,
are from a race of near-immortals from the deep past.
They keep knowledge that would otherwise be forgotten.
`54
Some creatures are so resistant to magic,
they can even reflect magic back at you if
you hit them with a spell or other effect.
` 55
Blood-Drinker is an artifact dagger that grows more
powerful by absorbing the blood of your fallen foes.
Holepuncher is a dagger that greatly increases your speed.
` 56
The artifacts Hackenbander, Ether-Bane, and Spear Of Light
are all pole-arms: melee weapons that are capable of 
striking creatures at range. Press [S] to Swing!
` 57
Some artifacts have very interesting constant effects,
like the Midas Gauntlets, Sceptre Of The Ice King,
Helm Of Farsight, and Robes Of The Healer.
` 58
Warhammers do lots of blunt damage, but are very slow.
Swords are good weapons, but many creatures are 
resistant to their edged damage. Daggers are fast but weak.
` 59
The Bow is the Rogue's starting weapon, and can be fired
up to a range of seven tiles. The crossbow is slower and 
shorter-ranged, but does more damage.
` 60
Be careful! Even if you feel like one level of the dungeon
is easy, the monsters further down will be more challenging.
And your Rare Level 4 Sword will eventually become obsolete!
`
61
Blue, Yellow, and Red auras also affect the magic damage
done to a creature. Blue resists ice damage, red resists
fire, and yellow resists stone.
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