=== Shapeshifting ===

Some strange magicks may turn you into a different species. The two most common
ways are getting blasted by a Rune of Change -- if you are already in
a different shape, repeated blastings do nothing -- and 'q'uaffing from an
enchanted fountain. You may decide to only drink from fountains you manage to
identify with a successful Perception roll when walking next to them. If you
make your roll, look at the fountain to see what it does.

Shapeshifting lasts at least for the current dungeon level and the next dungeon
level. (Town doesn't count.) After that, every time you take the stairs down,
there's a 50% chance of returning to your original form. Note that temporary
blessings from goddesses work similarly.

Here's a list of all possible shapes. All shapes are possible when getting
blasted by a Rune of Change. The first five shapes are possible fountain
effects.



Harpy
   Speed +5, DEX +5, WIS -5, PRE -5. Flies over obstacles. Does not have the
   following item slots: melee weapon, bow, rings, body armor, cloak, shield,
   gloves, boots. (If you have items in these slots when transforming, you
   drop them.) Unarmed damage Xd3 (claws) instead of the normal Xd2.

Angel
   Speed +2, DEX +2, WIS +5, PRE +5. Flies over obstacles. May not wear body
   armor or cloak.

Ape
   STR +5, CON +2, MEM -5, PRE -2, Jumping +25.

Naga
   Speed -2, MEM +5, STR +2, Stealth +5, Jumping -25. May not wear boots.
   Unarmed damage Xd4 (crush) instead of the normal Xd2.

Statue
   Speed -5, CON +5, PRE +2, Jumping -25, Armor +25, resists & caps +25.

Faun
   MEM -2, WIS +2, CON +2. May not wear a helmet or boots.

Goblin
   Speed +2, DEX +2, STR -2, MEM -2, WIS -2, CON -2, PRE -2.

Icky Thing
   Speed -1, STR -1, MEM -1, WIS -1, DEX -1, CON -1, PRE -1.
