Difference between revisions of "Deep water"

From CrawlWiki
Jump to: navigation, search
(Added notes about grey draconians; this still applies in 0.11, right?)
 
m (1 revision: Dungeon features)
(No difference)

Revision as of 06:25, 24 December 2012

Some deep water.

This water is as deep as it is dangerous. No sane traveler would try to set foot into it, apart from those who fly or swim. Let it be a warning for you: many confused adventurers found their death at the depths, and an untimely end of levitation drowned even more hopeful trespassers.

Deep water is a type of terrain found in the main Dungeon, as well as in many branches. Most species except for merfolk, octopodes, and grey draconians cannot cross it without special means, and the game will stop you from doing so if you try.

Monsters can cross deep water if they are amphibious; pure water creatures must remain in either deep or shallow water.

Strategy

  • Deep water poses a danger to anything which manages to find its way falling into it. If your means of flight or levitation expires while over deep water, or if you accidentally move into it while confused, you will die instantly unless you manage to scramble free. Fortunately, you will receive a warning if your flight source is wearing out while over water, and attempting to move while confused and near dangerous terrain will trigger a Y/N query to make sure you meant to do so.
  • You can take advantage of the dangers of deep water by confusing monsters near it. If they have less than high intelligence, they will attempt to move and likely die in the process. Unfortunately, this takes all their equipment with them, and only merfolk, octopode, and grey draconian characters can reach it then.
  • You can reduce deep water to shallow water through Fedhas Madash's Sunshine ability.