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.}}
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{{version032}}
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{{flavour|A pool of cloudy, waist-deep water. It 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 a common type of terrain throughout the Dungeon and many of its branches (particularly the [[Swamp]] and [[Shoals]]); moving through it is difficult for those who cannot swim.
  
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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While traveling through shallow water, most creatures have the following penalties:
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*[[Movement]] delay is increased by 6 [[aut]]s.
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*[[Stealth]] score is halved.
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*Melee attacks have a chance to fail (players have a 37.5% chance to fumble their attacks, monsters have a 25% chance). Note that this penalty only applies to ''melee'' combat; ranged attacks, spells, wands, and god abilities are all unaffected.
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*[[Invisible|Invisibility]] has no effect, since water is displaced around your invisible body.
  
Unlike [[deep water]], shallow water poses no risk of drowning.
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The penalties of shallow water are negated entirely by [[flying]] above it. [[Amphibious]] species (see below) and [[Size#Large|large]] / [[Size#Hybrid|hybrid]] species ([[Oni]]s, [[Troll]]s, [[Armataur]]s, [[Naga]]s) will ignore all penalties from shallow water, but they are still revealed if [[invisible]].
  
==Aquatic==
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==Amphibious==
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.
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Some monsters and [[species]] are either [[amphibious]] or [[aquatic]], which both ignore the penalties of water. Monsters may also have bonuses in water, like increased speed, damage, and accuracy, though the specifics vary by creature.
  
[[CATEGORY: Dungeon Features]]
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For players, grey [[Draconian]]s, [[Barachi]]m, [[Merfolk]], and [[Octopode]]s are amphibious, ignoring all penalties (except being revealed when [[invisible]]). In addition, certain species get bonuses from water:
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*Octopodes gain +50 [[stealth]].
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*Merfolk gain +50 stealth, reduce their movement delay by 4, and gain +25% [[EV]].
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Octopodes and Merfolk still gain their water bonuses when [[flying]] over water.
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==Monster behavior==
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Intelligent monsters that would suffer penalties from fighting in shallow water will try to avoid doing so if they can help it.
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==History==
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*Prior to [[0.30]], large player species had the movement penalty while walking in shallow water.
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*Prior to [[0.27]], merfolk and octopodes lost their water bonuses when flying.
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*Prior to [[0.20]], wading in shallow water had a randomized speed penalty, which varied from 30% to 100%.
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*Prior to [[0.19]], [[Dexterity|dexterous]] characters were less likely to fumble an attack while standing in shallow water.
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[[CATEGORY:Dungeon Features]]

Latest revision as of 23:17, 24 September 2024

Version 0.32: This article is up to date for the latest stable release of Dungeon Crawl Stone Soup.
A pool of cloudy, waist-deep water. It makes movement and combat cumbersome for landlubbers - sometimes dangerous, but never directly fatal.

Shallow water is a common type of terrain throughout the Dungeon and many of its branches (particularly the Swamp and Shoals); moving through it is difficult for those who cannot swim.

While traveling through shallow water, most creatures have the following penalties:

  • Movement delay is increased by 6 auts.
  • Stealth score is halved.
  • Melee attacks have a chance to fail (players have a 37.5% chance to fumble their attacks, monsters have a 25% chance). Note that this penalty only applies to melee combat; ranged attacks, spells, wands, and god abilities are all unaffected.
  • Invisibility has no effect, since water is displaced around your invisible body.

The penalties of shallow water are negated entirely by flying above it. Amphibious species (see below) and large / hybrid species (Onis, Trolls, Armataurs, Nagas) will ignore all penalties from shallow water, but they are still revealed if invisible.

Amphibious

Some monsters and species are either amphibious or aquatic, which both ignore the penalties of water. Monsters may also have bonuses in water, like increased speed, damage, and accuracy, though the specifics vary by creature.

For players, grey Draconians, Barachim, Merfolk, and Octopodes are amphibious, ignoring all penalties (except being revealed when invisible). In addition, certain species get bonuses from water:

  • Octopodes gain +50 stealth.
  • Merfolk gain +50 stealth, reduce their movement delay by 4, and gain +25% EV.

Octopodes and Merfolk still gain their water bonuses when flying over water.

Monster behavior

Intelligent monsters that would suffer penalties from fighting in shallow water will try to avoid doing so if they can help it.

History

  • Prior to 0.30, large player species had the movement penalty while walking in shallow water.
  • Prior to 0.27, merfolk and octopodes lost their water bonuses when flying.
  • Prior to 0.20, wading in shallow water had a randomized speed penalty, which varied from 30% to 100%.
  • Prior to 0.19, dexterous characters were less likely to fumble an attack while standing in shallow water.