Difference between revisions of "Call Tide"

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'''Call Tide''' is a monsters-only spell that causes the tides of [[the Shoals]] to suddenly and dramatically rush to where you stand, turning dry land into [[shallow water]] and shallow into [[deep water]] (except for when doing so would cause you to drown). This can make it difficult to maneuver around unless you're amphibious or [[fly]]ing, and also gives the [[list of merfolk|merfolk]] of the Shoals improved [[evasion]] and [[movement]] speed.
 
'''Call Tide''' is a monsters-only spell that causes the tides of [[the Shoals]] to suddenly and dramatically rush to where you stand, turning dry land into [[shallow water]] and shallow into [[deep water]] (except for when doing so would cause you to drown). This can make it difficult to maneuver around unless you're amphibious or [[fly]]ing, and also gives the [[list of merfolk|merfolk]] of the Shoals improved [[evasion]] and [[movement]] speed.
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Tiles with [[stairs]] on them are unaffected.
  
 
The following enemies cast Primal Wave:
 
The following enemies cast Primal Wave:

Latest revision as of 14:55, 4 November 2015

Version 0.16: This article may not be up to date for the latest stable release of Crawl.


Call Tide is a monsters-only spell that causes the tides of the Shoals to suddenly and dramatically rush to where you stand, turning dry land into shallow water and shallow into deep water (except for when doing so would cause you to drown). This can make it difficult to maneuver around unless you're amphibious or flying, and also gives the merfolk of the Shoals improved evasion and movement speed.

Tiles with stairs on them are unaffected.

The following enemies cast Primal Wave: