Difference between revisions of "Shallow water"

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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.}}
 
{{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 terrain. It increases the amount of time it takes to move, reduces the combat capabilities of anyone caught fighting in it, and reduces [[stealth]].  Anything [[invisible]] will displace water, showing their position. The effects of waters are negated when [[flying]] above.  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 of your attacks while standing in shallow water if you are not a large or aquatic character* has a 37.5% chance to fail. Monsters have a 25% chance to fumble an attack. Movement delay is increased by 6. Octopodes negate all penalties and get a stealth bonus. Merfolk negate all penalties and get a stealth, speed, and EV bonus.
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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.
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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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* Water is displaced, meaning [[invisible|invisibility]] has no benefit.
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The effects of shallow water are negated entirely by [[flying]] above it, and large species ([[Ogre]]s, [[Troll]]s, [[Naga]]s, and [[Palentonga]]s) ignore the penalties to melee combat.
  
 
Unlike [[deep water]], shallow water poses no risk of drowning.
 
Unlike [[deep water]], shallow water poses no risk of drowning.
  
*Playable exceptions are ([[Troll]] & [[Ogre]] are large, [[Naga]] and [[Palentonga]] are large with medium torsos) or being an aquatic species (Grey draconians, Octopodes and Merfolk).
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==Aquatic==
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Some monsters and [[species]] are aquatic, allowing them to ignore or even benefit from swimming in shallow water. They may have increased speed, damage, and accuracy, though the specifics vary by monster.
  
==Aquatic==
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For player characters:
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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* Grey [[Draconian]]s simply receive no penalties from shallow water.
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* [[Octopode]]s gain +50 [[stealth]].
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* [[Merfolk]] gain +50 stealth, reduce their movement delay by 4, and gain +25% [[EV]].
  
 
==Monster behavior==
 
==Monster behavior==
Smart monsters will try to evade shallow water if it would set them under penalty standing inside.
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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.
  
 
==History==
 
==History==
*Prior to [[0.20]], wading in shallow water had a random speed penalty, which varied from 30% to 100%.
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*Prior to [[0.20]], wading in shallow water had a randomized speed penalty, which varied from 30% to 100%.
 
*Prior to [[0.19]], [[Dexterity|dexterous]] characters were less likely to fumble an attack while standing in shallow water.
 
*Prior to [[0.19]], [[Dexterity|dexterous]] characters were less likely to fumble an attack while standing in shallow water.
  
 
[[CATEGORY:Dungeon Features]]
 
[[CATEGORY:Dungeon Features]]

Revision as of 05:51, 7 October 2021

Version 0.27: This article may not be up to date for the latest stable release of Crawl.
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.
  • 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.
  • Water is displaced, meaning invisibility has no benefit.

The effects of shallow water are negated entirely by flying above it, and large species (Ogres, Trolls, Nagas, and Palentongas) ignore the penalties to melee combat.

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 swimming in shallow water. They may have increased speed, damage, and accuracy, though the specifics vary by monster.

For player characters:

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 0.20, 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.