Intrinsic
Revision as of 18:11, 30 January 2018 by NormalPerson7 (talk | contribs) (Update pt 1: Add new races; remove rMut (2 unrandarts is not enough for a bullet.) sustain abilities, saprovore, warding, conservation, stasis, levitation, controlled flight and teleport control; merge amulets of rCorr into resistances; simplify clarity.)
Version 0.11: This article may not be up to date for the latest stable release of Crawl.
Your character can gain various intrinsics, which are shown when you press %:
- Resistances to fire, cold, poison, electricity, corrosion and negative energy.
- Spirit Shield means that external damage sources will subtract from both your MP and your HP. Once MP has been exhausted, you will suffer damage as normal. It is obtained from an amulet of guardian spirit or various artefacts.
- Rot resistance will protect you completely from any sources of rotting, including miasma clouds. It is obtained only by being under the effects of Necromutation or Statue Form, being an undead species (ghoul, mummy or thirsty vampire), Zin's Vitalisation, being a demonspawn with the foul stench mutation, being a vine stalker or being a gargoyle.
- See invisible means that you can see invisible monsters. It is obtained from several mutations: Acute Vision, Antennae 3, or Jiyva's eyeballs 3; being a worshiper of Ashenzari, from some randarts, or by wearing a ring of see invisible or a headgear of see invisible. Nagas, spriggans, vampires, and felids start with this intrinsic.
- Clarity means that you cannot be unwillingly confused, mesmerised or berserked. It is obtained as a mutation, being a worshiper of Ashenzari, or through a couple of specific unrandarts.
- Teleportitis causes periodic, random teleports -- usually a bad thing! It is obtained as a mutation or by wearing a ring of teleportation. When combined with teleport control, it can be a very useful intrinsic (except in areas of the dungeon that block teleport control).