Difference between revisions of "Deep water"

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{{flavour|Some deep water.<br><br>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.}}
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{{version030}}
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{{flavour|A pool of deep water. Only giant creatures can wade through this, and only those well-adapted to water can swim through it; for the rest, the only way through is to fly over.}}
  
'''Deep water''' is a type of terrain found in the main [[Dungeon]], as well as in many [[branch]]es. Most [[species]] except for [[merfolk]], [[octopodes]], and grey [[draconian]]s cannot cross it without special means, and the game will stop you from doing so if you try.
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'''Deep water''' is a type of terrain that is normally impassible. Players can only cross it when [[flying]] or when [[amphibious]] (by being a [[Merfolk]], [[Octopode]], [[Barachi]], [[Draconian#Grey|Grey Draconian]], or while in [[Ice Form]]). Monsters can cross deep water if they can fly, are [[amphibious]] or [[aquatic]], or are [[Size#Giant|giant-sized]].
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__NOTOC__
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===Falling in===
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Deep water will instantly kill non-swimming monsters who fall into it. Players who are stuck in deep water instead enter emergency flight, which inflicts [[drain]]ing (~3% max HP) for every turn spent.
  
Monsters can cross deep water if they are [[amphibious]]; [[aquatic]] creatures must remain in either deep or [[shallow water]].
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Knockback effects like [[Primal Wave]] or [[Iskenderun's Mystic Blast]] cannot push things into water - the tile is treated as a wall instead. Monsters can fall in if they are [[confused]], or if [[Polar Vortex]] flings them in. Players won't stumble into deep water while confused; they can only enter deep water if temporary [[flight]] runs out. Fortunately, you will receive a warning if your flight source is expiring.
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Naturally amphibious species can recover items from deep water. Otherwise, items dropped in deep water are destroyed forever, including [[artefact]]s. Even [[Ice Form]] cannot retrieve fallen items (since ice floats).
  
 
==Strategy==
 
==Strategy==
*Deep water poses a danger to anything which manages to find a way to fall into it. If your means of [[flight]] or [[levitation]] expires while over deep water, or if you accidentally move into it while [[confuse]]d, 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.
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*You can use confusion to your advantage (e.g. [[Confusing Touch]], [[Mephitic Cloud]]) by targeting monsters near deep water. They may attempt to cross it and fall in, killing them instantly. Keep in mind that this will also render their equipment inaccessible unless you are an amphibious species.
*You can take advantage of the dangers of deep water by confusing monsters near it. If they have less than high [[monster intelligence|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.
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*You can reduce deep water to [[shallow water]] through [[Fedhas Madash]]'s Sunshine ability.
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==See Also==
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*[[Shallow water]]
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*[[Lava]]
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==History==
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*Prior to [[0.24]], followers of [[Fedhas Madash]] could use its Sunlight ability to turn deep water into shallow water.
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*Prior to [[0.19]], falling in deep water resulted in instant death rather than draining.
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*Prior to [[0.17]], you risked drowning if you moved next to deep water while confused. Also, enemies with high intelligence would refuse to move while confused and adjacent to deep water.
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*Prior to [[0.15]], it was sometimes possible to [[scramble]] out of deep water if your flight expired over it.
  
 
[[Category:World]]
 
[[Category:World]]
 
[[Category:Dungeon Features]]
 
[[Category:Dungeon Features]]
[[Category:Threats]]
 

Latest revision as of 05:26, 1 December 2023

Version 0.30: This article may not be up to date for the latest stable release of Crawl.
A pool of deep water. Only giant creatures can wade through this, and only those well-adapted to water can swim through it; for the rest, the only way through is to fly over.

Deep water is a type of terrain that is normally impassible. Players can only cross it when flying or when amphibious (by being a Merfolk, Octopode, Barachi, Grey Draconian, or while in Ice Form). Monsters can cross deep water if they can fly, are amphibious or aquatic, or are giant-sized.

Falling in

Deep water will instantly kill non-swimming monsters who fall into it. Players who are stuck in deep water instead enter emergency flight, which inflicts draining (~3% max HP) for every turn spent.

Knockback effects like Primal Wave or Iskenderun's Mystic Blast cannot push things into water - the tile is treated as a wall instead. Monsters can fall in if they are confused, or if Polar Vortex flings them in. Players won't stumble into deep water while confused; they can only enter deep water if temporary flight runs out. Fortunately, you will receive a warning if your flight source is expiring.

Naturally amphibious species can recover items from deep water. Otherwise, items dropped in deep water are destroyed forever, including artefacts. Even Ice Form cannot retrieve fallen items (since ice floats).

Strategy

  • You can use confusion to your advantage (e.g. Confusing Touch, Mephitic Cloud) by targeting monsters near deep water. They may attempt to cross it and fall in, killing them instantly. Keep in mind that this will also render their equipment inaccessible unless you are an amphibious species.

See Also

History

  • Prior to 0.24, followers of Fedhas Madash could use its Sunlight ability to turn deep water into shallow water.
  • Prior to 0.19, falling in deep water resulted in instant death rather than draining.
  • Prior to 0.17, you risked drowning if you moved next to deep water while confused. Also, enemies with high intelligence would refuse to move while confused and adjacent to deep water.
  • Prior to 0.15, it was sometimes possible to scramble out of deep water if your flight expired over it.