Difference between revisions of "Shallow water"

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{{flavour|This waist-deep, misty water makes movement and combat cumbersome for landlubbers - sometimes dangerous, but never directly fatal.}}
 
{{flavour|This waist-deep, misty water makes movement and combat cumbersome for landlubbers - sometimes dangerous, but never directly fatal.}}
  
[[Shallow water]] is difficult to maneuver in, increasing the amount of time it takes to move and reducing the combat capabilities of anyone caught fighting in it. It is found throughout the dungeon and most [[branch]]es, particularly [[the Swamp]] and [[the Shoals]].
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[[Shallow water]] is difficult to maneuver in, increasing the amount of time it takes to move and reducing the combat capabilities of anyone caught fighting in it, as well has reducing [[stealth]]. The effects of waters are negated when [[flying|fly]] above. It is found throughout the dungeon and most [[branch]]es, particularly [[the Swamp]] and [[the Shoals]].
  
Any attack made by a Non-Troll, Ogre, Naga, Centaur, Gray draconian, Octopode or Merfolk character standing in shallow water is subject to two failure checks, one at a flat 20%, the other at 4/[[Dexterity]]. If either fails, the attack is negated. Monsters are merely subject to a single flat check against 25%. Movement is slowed by a random 30% to 100%, except for Octopodes and Merfolk.
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Any attack made by a Non-[[Troll]], [[Ogre]], [[Naga]], [[Centaur]], Gray [[draconian]], [[Octopode]] or [[Merfolk]] character standing in shallow water is subject to two failure checks, one at a flat 20%, the other at 4/[[Dexterity]]. If either fails, the attack is negated. Monsters are merely subject to a single flat check against 25%. The same characters also see their stealth halved, while Octopodes and Merfolks get a bonus. Movement is slowed by a random 30% to 100%, except for Merfolk (who get a boost instead) and Octopodes. Merfolks also get a bonus to [[Evasion]].
  
 
Unlike [[deep water]], shallow water poses no risk of drowning.
 
Unlike [[deep water]], shallow water poses no risk of drowning.

Revision as of 14:31, 16 October 2015

This waist-deep, misty water makes movement and combat cumbersome for landlubbers - sometimes dangerous, but never directly fatal.

Shallow water is difficult to maneuver in, increasing the amount of time it takes to move and reducing the combat capabilities of anyone caught fighting in it, as well has reducing stealth. The effects of waters are negated when fly above. It is found throughout the dungeon and most branches, particularly the Swamp and the Shoals.

Any attack made by a Non-Troll, Ogre, Naga, Centaur, Gray draconian, Octopode or Merfolk character standing in shallow water is subject to two failure checks, one at a flat 20%, the other at 4/Dexterity. If either fails, the attack is negated. Monsters are merely subject to a single flat check against 25%. The same characters also see their stealth halved, while Octopodes and Merfolks get a bonus. Movement is slowed by a random 30% to 100%, except for Merfolk (who get a boost instead) and Octopodes. Merfolks also get a bonus to Evasion.

Unlike deep water, shallow water poses no risk of drowning.

Aquatic

Some monsters and species are aquatic, allowing them to ignore or even benefit from shallow water. They may have increased speed, damage, and accuracy, though the specifics vary by monster. For players, naga characters can ignore shallow water penalties, while merfolk significantly benefit from combat in it.