Difference between revisions of "Size"

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Size has the following effects:
 
Size has the following effects:
  
* It modifies the player's [[evasion]]. Smaller sizes increase EV, larger sizes lower it. Size gives a [[Evasion#Base EV|flat bonus/penalty]] to your base EV, and affects how much EV you get out of [[Dodging]] skill. Monster evasion is not determined by size.
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'''Player only'''
 +
* It modifies the player's [[evasion]]. Smaller sizes increase EV, larger sizes lower it. Size gives a [[Evasion#Base EV|flat bonus/penalty]] to your base EV, and affects how much EV you get out of [[Dodging]] skill.  
 
* It determines what [[armour]] and [[weapon]]s players can use. Species that aren't [[#Medium|medium]]-sized generally have trouble with certain equipment.
 
* It determines what [[armour]] and [[weapon]]s players can use. Species that aren't [[#Medium|medium]]-sized generally have trouble with certain equipment.
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'''All creatures'''
 
* Creatures can only [[constrict]] enemies that are the same size or smaller.
 
* Creatures can only [[constrict]] enemies that are the same size or smaller.
 
* Larger creatures are more resistant to knockback effects ([[Iskenderun's Mystic Blast]], [[Primal Wave]]) and [[trample]] attacks.
 
* Larger creatures are more resistant to knockback effects ([[Iskenderun's Mystic Blast]], [[Primal Wave]]) and [[trample]] attacks.
 
Size-specific benefits:
 
 
* Larger creatures can traverse through [[water]] easier.
 
* Larger creatures can traverse through [[water]] easier.
 
* [[#Giant|Giant]]-sized creatures are immune to [[throwing net]]s.
 
* [[#Giant|Giant]]-sized creatures are immune to [[throwing net]]s.
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'''Monster only'''
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* Larger monsters lose more EV when hit by a [[throwing net]] or ensnared by a [[web]].
  
 
Bear in mind that some player species have specific restrictions above and beyond those listed below. Certain species ([[felid]]s and [[octopode]]s) simply cannot wear armour at all.
 
Bear in mind that some player species have specific restrictions above and beyond those listed below. Certain species ([[felid]]s and [[octopode]]s) simply cannot wear armour at all.

Revision as of 22:57, 4 July 2023

Version 0.30: This article may not be up to date for the latest stable release of Crawl.

Crawl uses a discrete system of sizes to decide how large or small a monster is. There are six categories, as follows from smallest to largest:

Useful Info

Size has the following effects:

Player only

  • It modifies the player's evasion. Smaller sizes increase EV, larger sizes lower it. Size gives a flat bonus/penalty to your base EV, and affects how much EV you get out of Dodging skill.
  • It determines what armour and weapons players can use. Species that aren't medium-sized generally have trouble with certain equipment.

All creatures

Monster only

  • Larger monsters lose more EV when hit by a throwing net or ensnared by a web.

Bear in mind that some player species have specific restrictions above and beyond those listed below. Certain species (felids and octopodes) simply cannot wear armour at all.

Sizes

Medium

The majority of player species are medium, and can use almost every kind of item. Only giant clubs, giant spiked clubs, large rocks, and bardings are not available.

Small

Along with the item restrictions medium species face, small characters cannot use the following: bardiches, battleaxes, dire flails, executioner's axes, glaives, great maces, great swords, halberds, tower shields, longbows, scythes, triple swords, or javelins. Furthermore, broad axes, double swords, magical staves, tridents, and demon tridents are treated as two-handed weapons.

Only one player species is small:

Pig Form makes players small-sized, but disables most types of equipment.

Little

Little players cannot wield anything that small players cannot, and are also prevented from wearing the following:

Two player species are little:

Tiny

No playable species are small enough to qualify as tiny, but there are several transformations that shrink characters down that small. This grants them a considerable boost to evasion but often imposes significant drawbacks (not least of which is the inability to use most equipment).

Hybrids

The hybrid species have large-sized bodies but medium-sized torsos, and may wear anything medium-sized characters wear except for boots. Instead, they may use bardings. They are large enough to remove the melee attack penalties from shallow water (movement penalty remains). However, their unusual frames cause body armour to grant half the normal base AC bonus.

Large

Large species are subject to all the same armour restrictions as little species, except that they can use kite shields and tower shields, but can't use bucklers. However, they may use any weapon they find, including giant clubs, giant spiked clubs, and large rocks, some of the most devastating weapons in the game. They are large enough to move and attack normally in shallow water.

Players in Ice Form are also considered large, but cannot make use of any equipment.

Giant

There are no giant species, but Dragon Form will make you this size.

Giant creatures have a quality known as "fake amphibious" that lets them move through deep water without drowning. (They are tall enough that their heads stay above the water.) Unlike creatures that are truly amphibious or native to water, they get penalties to fighting when standing in deep water. Dragon Form gives permanent flight, making this moot. Giant creatures are also too large to be trapped in throwing nets.

History

  • Prior to 0.30, size affected shields. Hybrid/Large species would receive less encumbrance from their shields, though they received slightly less SH from shields. Small species would be encumbered more, but get slightly more SH from shields. Also, large player species had a movement penalty while walking in shallow water.
  • Prior to 0.28, some monsters were Big-sized (between Large and Giant).
  • Prior to 0.19, size affected how you escaped throwing nets.
  • Prior to 0.16, smaller monsters and players had a better chance to escape shaft traps.