Deep water

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Version 0.16: This article may not be up to date for the latest stable release of Crawl.
Some deep water.

This water is as deep as it is dangerous. Many confused adventurers have met their death in the depths, and an unexpected end of flight has drowned even more careless interlopers.

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; aquatic creatures must remain in either deep or shallow water.

Strategy

  • Deep water poses a danger to anything which manages to find a way to fall into it. If your means of flight expires while over deep water, or if you accidentally move into it while confused, you will die instantly. 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.

History

In 0.17, you can never accidentally step into deep water while confused (unless you could step into it normally). Confused monsters will always be able to step into deep water, regardless of intelligence.

Prior to 0.15, it was sometimes possible to scramble free of deep water if your flight expired over it.