Deep water

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Revision as of 22:56, 17 December 2015 by Edsrzf (talk | contribs) (Strategy: One more removal)
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Version 0.17: This article may not be up to date for the latest stable release of Crawl.
A pool of deep water. The unexpected end of flight whilst above deep water has been the death of many careless adventurers.

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, you will die instantly. Fortunately, you will receive a warning if your flight source is wearing out while over water.
  • You can take advantage of the dangers of deep water by confusing monsters near it. 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

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 free of deep water if your flight expired over it.