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  • *'''Mages:''' [[Wizard]], [[Conjurer]], [[Fire Elementalist]], [[Ice Elementalist]], [[Air Elementalist]] *+1 [[intelligence]] or [[dexterity]] (equal chance) every 3rd level.
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  • *'''Mages:''' [[Wizard]], [[Summoner]], [[Necromancer]], [[Fire Elementalist]], [[Ice Elementalist]], [[Air Elementalist]], [[Earth Element *+1 [[intelligence]] or [[dexterity]] (equal chance) every 4th level.
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  • ...re passable users of most types of magic and are particularly skilled with Fire. *'''Mages:''' [[Fire Elementalist]]
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  • *'''[[Good mutations#Poison Resistance|Poison Resistance]]''': Nagas innately resist [[poison]]. ...s move very slowly. They move 4 aut slower than average, taking a total of 1.4 turns per movement. (Equivalent to a monster at 71.4% speed.)
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  • *'''Scales''': Draconians start with +4 [[AC]], and gain an additional +1 AC every 3rd level. ...]]''': Draconians are [[slow]]ed by certain [[cold]]-based attacks. [[Cold resistance]] negates this.
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  • ...on't get any of the demonic resistances by default (e.g. no poison/torment resistance without a mutation). *'''Mages:''' [[Hedge Wizard]], [[Necromancer]], [[Fire Elementalist]], [[Ice Elementalist]], [[Venom Mage]]
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  • **'''[[Cold Resistance 1]]''': Mummies are resistant to cold. **'''[[Poison Resistance|Poison Immunity]]''': Mummies are immune to poison.
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  • ...r connection with the blood of the earth gives them a particular talent at fire and earth magics. Their spell success is significantly less encumbered by a ...Magic''': The [[encumbrance rating]] of all armour you wear is reduced by 1/2 for purposes of [[spell success]].
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  • ...s doesn't end on hit. Unlike [[petrification]], there is no special damage resistance. *The melee attacks of a [[hornet]] or [[jorogumo]] (1-3 turns; [[poison resistance]] blocks 2/3 of the time; poison immunity prevents it.)
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  • ...do. Summons in general are great; they soak up damage, block enemy line of fire, and you can replenish them for only an MP cost. ...on of resistance]] or swapping out a ring for another that provides [[fire resistance]].
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  • *[[Conjurations]]: 1 ...partment. But what differentiates EE from a more boombastic school, like [[Fire Elementalist]], is Earth Magic's tendency toward utility. [[Bombard]] has a
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  • *[[Transmutations]]: 1 Unfortunately, monsters with poison resistance/immunity are very common. Even in the early game, you'll find resistant ene
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  • ...uick blade]]s are set to 0.5 delay, a few [[Ranged Weapons]] are locked to 1.0 delay. Your delay is displayed in units of [[decaAut]]s (0.8, 1.1, etc). It is then slowed by a [[shield]], if wearing one. For [[Ranged Weap
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  • ...stance]] provides protection (players: -5% HP per rN+), as well as torment resistance. ...zing Touch''' has an identical effect to Agony, but it only has a range of 1.
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  • ..., doing a considerable amount of cold damage. [[Cold#Cold_Resistance| Cold resistance]] reduces the damage dealt by this spell by 50% (rC+), 66% (rC++), or 80% ( |hit_num = 1
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  • ...damage dealt by this spell by 50% (rF+), 66% (rF++), or 80% (rF+++). The [[Fire Breath]] monster ability is very similar to this spell. Like other types of Fire Magic, bolts of fire that pass through [[water]] will create [[steam]], and are negated by [[fre
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  • ...s a penetrating bolt of molten rock. A portion of its damage bypasses fire resistance.}} ...ls 50% irresistible [[fire]] damage (only 50% damage is affected by [[fire resistance]]). As a [[bolt spell]], it penetrates through enemies.
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  • |dam_denom = 1}} ...cutive arc will hit everyone within 3 squares of any previous target, that 1. hasn't been hit before, and 2. is in [[LOS]]. This continues until there a
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  • ....cc|1186}}</ref> The gateway spawns in a random location in [[LOS]] that's 1. on floor or shallow water and 2. not adjacent to any walls. The tentacle c ...ly longer. The tentacle stays friendly for <code>(1d<power> + 5d(<power> + 1)) / 6 - 1d4</code> turns,<ref>{{source ref|0.30.0|timed-effects.cc|900}}</r
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  • ....7). When attacking with two weapons, the order of attacks is random. Only 1 set of [[auxiliary attacks]] will trigger when attacking with two weapons. *+1 to a random [[stat]] every 4th level.
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  • |hit_num = 1 |dam_num = 1
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  • |school2=Fire Magic }}'''Conjure Flame''' is a level 3 [[Conjurations]]/[[Fire Magic]] spell that can create a [[cloud]] of flame.
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  • |formula = 2d(2 + power/9) [[fire]] |range = 1
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  • There is a summon cap of 1 ice beast; casting the spell again will cause the old summon to very quickl ...e a chance to [[slow]] them. As bonuses, ice beasts are naturally [[poison resistance|rPois]], and do not trigger the bloodzerk of [[skyshark]]s.
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  • '''Ignite Poison''' is a level 4 [[Fire Magic|Fire]]/[[Alchemy]] spell which causes all nearby [[poisoned]] creatures and pois All poisoned monsters in line of sight take [[fire]] damage and lose their poisoned status. All poisonous clouds and noxious
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  • ...e>1 + 1d(pow/40)</code><ref>{{source ref|0.30.0|mon-death.cc|1276}}</ref> (1-6) [[Simulacrum (monster)|simulacra]]. Simulacra last for a finite duration ...xtremely large damage output, but are outstandingly frail. Be mindful of [[fire]] attacks, which are capable of wiping out your horde in a few turns.
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  • ...to a mighty, fire-breathing dragon. The caster becomes highly resistant to fire and resistant to poison, but vulnerable to cold. The caster becomes able to ...ions]] spell which transformed your character into a dragon, much like a [[fire dragon]].
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  • ...raging wind, dealing a base of <code>9d(pow/15)</code> physical damage per 1.0 turn. ...lockwise fashion. The "rotation" is a square shape, and done at a rate of ~1 full rotation per 6 turns.
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  • |special = Ignores 1/2 [[AC]]<br>Creates 3 ball lightnings; explodes in 2-3 tile radius}} ...or 3 tile radius (same chance). As BEAM_ELEC damage, the explosions ignore 1/2 of the target's [[AC]].
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  • ...Fire Magic]] spell. When a monster hit by Inner Flame is damaged, it takes fire damage, and on death, it explodes. [[Fire Elementalist]]s and [[Hexslinger]]s start with this spell. A [[scroll of im
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  • ...it for areas with lots of poison. Later on, Quicksilver Dragon Armour and Fire Dragon Armour are both good options, if you don't mind the casting penalty. ..., fire/cold/poison/electricity resistance, later on corrosion and mutation resistance. Also boosts to Strength/Int can be good. Clarity, stasis, and flight can b
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  • Piety starts at 100 and changes by 1 point roughly every 20 turns (about 49% chance to move towards 100 and 51% ...bad stuff will start. You'll get a warning when the amusement gets down to 1 (at least 20 turns before it reaches 0): "Xom is getting BORED". If your in
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  • ...rs: if you pick up two piles of 15 gold one after the other, Zin will take 1 gold piece from the first and 2 from the second. Also, if you are at maximu ...gold_taken * 141 / (40 + 2 * absolute_depth)</code>,<ref>{{source ref|0.30.1|god-prayer.cc|219}}</ref> but this can be modified:
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  • ...ad, demons, or evil creatures (such as followers of evil gods). Chance of +1 [[piety]], higher chance for creatures with high [[HD]]. *Inactivity: You lose 1 piety per 700 turns, on average (1/35 chance every 20 turns).
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  • ...|0.30.0|spl-vortex.cc|377}}</ref> Only 50% of damage is affected by [[cold resistance]]. ...lockwise fashion. The "rotation" is a square shape, and done at a rate of ~1 full rotation per 6 turns.
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  • ** Floors 1-6 of each hell sub-branch are considerably smaller, and place only one pair ...olyte, an Ignis zealot. Starts worshipping Ignis, along with Scorch and a -1 flame branded weapon of choice.
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  • ...ay grow a protective wall of briar patches as well as ballistomycetes that fire damaging spores whose explosions confuse living creatures. Devout followers *Inactivity: You lose 1 piety per 700 turns, on average (1/35 chance every 20 turns).
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  • ...and head straight for [[The Lair]]. Once you find The Lair, bypass levels 1-5 and go straight to 6. If you’ve retained any [[Scroll of magic mapping| # Skip through The Lair levels 1-5, going downstairs as soon as you find some
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  • *A [[faded altar]] can spawn between floors 1 and 3, giving you access to a random god (chosen from 3). ...ave a means of escape (most often, a staircase). Berserkers start with the 1* of piety required to berserk immediately.
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  • {| border="1" cellpadding="2" cellspacing="0" Grants resistance to [[acid]] and [[corrosion]]
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  • ...flavour]]s (such as an [[ice beast]]'s freezing damage) must deal at least 1 physical damage to apply. ==Fire==
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  • * Kikubaaqudgha gives torment resistance, hands out corpses and the Pain brand. * Limit alarm traps to 1-3 charges.
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  • {{Oldversion|0.5.1}} '''0.5.1''' is an old version of ''Dungeon Crawl Stone Soup'', released on July 29,
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  • {{Oldversion|0.1.4}} '''0.1.4''' is an old version of ''Dungeon Crawl Stone Soup'', released on Novembe
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  • * Increased GDR from body armour. New GDR formula: 14 * (baseAC-2)^(1/2). * Halflings gain innate mutation resistance 1.
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  • * Berserk speed-up reduced to that of haste (1.5 instead of 2). * Search: allows searching for portals, and for waypoints (Ctrl-F 1, Ctrl-F *).
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  • </noinclude>}}<div style="margin: 1.4em; margin-top:0; margin-right:0; padding: 0px; float: right; border:none; ! [[Magic resistance|MR]]
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  • </noinclude>}}<div style="margin: 1.4em; margin-top:0; margin-right:0; padding: 0px; float: right; border:none; | [[Monster AC::1]]
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  • Gargoyles' partially living form grants them immunity to poison, as well as resistance to electricity, and protection from some effects of necromancy. Their natur **'''[[Electricity resistance]]:''' Gargoyles are well insulated and take little damage from [[electricit
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  • * [[The Swamp]]:1 * [[The Shoals]]:1
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  • * The innate resistance to [[negative energy]] helps you to survive the many draining attacks of va * This resistance, paired with a 50% chance of shrugging off [[torment]] attacks, leaves a ga
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  • *[[Depths]]:1-4 ...tely high durability (especially for the [[Lair]] branches), and [[Bolt of Fire]] can hurt quite a bit.
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  • ...esistance}}, {{Negative energy resistance}}, {{Rot resistance}}, {{Torment resistance}} |armour_class=1
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  • ===Dungeon 1=== ...ring and useful rings, such as a ring of see invisible and a ring of magic resistance. Killed an ice beast.
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  • ...al damage. More threatening is their [[Stunning Burst]], which can cause a 1-turn [[paralysis]]. Stunning Burst ignores [[willpower]], though it can be ...corridor when encountering air elementals, and try to limit their lines of fire.
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  • ...ng powerful [[Fire Magic]]. Even when unarmed, they still deal significant fire damage (14-27 HP) per hit. *The more [[fire resistance]] you have when facing them, the better.
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  • A: Press 'a', then '?'. Trog's Hand increases your magic resistance and regenerates your HP. Brothers in Arms summons a temporary, but very pow ...regeneration, rings of slaying, rings of evasion, rings of protection from fire/cold. If you find an random artifact with some cool resists stacked on, con
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  • * [[Air Magic]]/[[Earth Magic]]/[[Fire Magic]]/[[Ice Magic]]/[[Poison Magic]]. ...''Хорошая жертва на 15 рун, но для 3 рун [[magic resistance|-MR]] будет опасным.''
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  • </noinclude>}}<div style="margin: 1.4em; margin-top:0; margin-right:0; padding: 0px; float: right; border:none; !colspan="2" style="font-size:larger;"|fire drake&emsp;<span class="nhsym" style="color: #ff5555">k</span><noinclude>
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  • ...ть события 10%), появляется '''Набожность'''/1.5% вероятность того, что этого не произойд ...' - регенерация 1 ОЗ/ход и увеличивает [[magic resistance|магическое сопротивление]]. Длительность
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  • ...[[scimitar]], but he's much happier hitting you with his wide variety of [[Fire Magic]] and [[damnation]] spells instead. *The [[Elven Halls]]:1-2
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  • |glyph={{Blue|1}} |resistances={{Poison resistance}}, {{Cold resistance}}
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  • ...ut [[negative energy]] resistance will greatly reduce her damage. [[Cold]] resistance is helpful against her [[Bolt of Cold]]. ...]. Keep a large pack of summoned minions in the way to block their line of fire if you choose to face her while undead.
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  • |resistances={{Fire resistance 3}}, {{Drown resistance}} |armour_class=1
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  • ...nce}}, {{Miasma resistance}}, {{Torment resistance}},<br>{{Negative energy resistance}}, Random ...andering on the floor or placed in a [[vault]]. These vaults can have a 11.1% or 100% chance - depending on the vault - to have the demonic rune. Pan lo
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  • ...stance}},<br>{{Rot resistance}}, {{Negative energy resistance}}, {{Torment resistance}} |evasion=1
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  • * Taking a known [[shaft]] now has a 2/3 chance of shafting one floor and 1/3 of two floors. * [[electricity resistance|rElec]] now reduces damage by two-thirds, rather than three-quarters.
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  • ...resistance}}, <br>{{Rot resistance 3}}, {{Drown resistance}}, <br>{{Water resistance}} |evasion=1
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  • ...esistance}}, {{Torment resistance}}, {{Negative Energy resistance}}, {{Rot resistance}} |evasion=1
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  • ...rune, usually guarded by a random [[pandemonium lord]]. Most floors have a 1/9 chance, but a few [[vault]]s always have it (see [[Pandemonium#The Demoni ...of snakes|snakes]]. [[Poison resistance]] is extremely helpful, and [[fire resistance]] is also recommended. Still, among the easier branches. Make sure you can
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  • ...ce of [[armour]] in your [[inventory]], increasing its [[AC]] or [[SH]] by 1. '''1. How likely am I to replace this armour?'''
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  • Rings have the advantage of only requiring 0.5 [[aut]]s to remove or put on (1 turn to swap entirely), letting characters change their resistances on the ...'''[[Ring of fire]]''': Grants rF+, rC-, and one [[spellpower]] boost to [[Fire Magic]].
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  • ...ore mutations. These might be better to your taste. However, the only sure-fire ways is to join the gods Zin or Jiyva, each of whom provides some remedy ag Certain mutations conflict, so you can't have Fire Resistance and Fire Vulnerability at the same time. Also, mutations may conflict with [[species
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  • ===Fire Resistance=== {{:Heat Resistance}}
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  • |name = Potion of resistance ...potion which grants temporary resistance to a variety of harmful effects: fire, cold, electricity, poison, and acid.}}
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  • Orc:1 consists of very open, cavernous areas. Sometimes, these sections can be di No resistance is ''mandatory'' for clearing Orc, but there are a few that are useful:
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  • ...]s can shove you off the [[stairs]], [[lindwurm]]s and [[rime drake]]s can fire elemental ranged attacks, and [[death yak]]s are tough pack enemies with hi [[Poison resistance]] is helpful, due to the amount of venomous creatures, but not necessary. M
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  • This branch can only be exited while carrying at least 1 rune of Zot. You can enter at any time, but you must have at least 1 [[rune of Zot]] (no matter where it's from) in order to exit back into the
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  • ...]], and nothing else - the major exceptions are [[rockslime]]s (who resist fire and electricity). Also, jellies have poor [[AC]] and [[EV]]. Low-accuracy, ...ay. You have the liberty to explore other branches (such as [[the Vaults]]:1-4) before entering. This branch is often done as the [[rune lock|3rd rune]]
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  • '''1.''' Upon entering Tomb:1, you'll find yourself in an open hallway, boxing in the actual "Tomb". The ...est]]s and many traps. Eventually, you'll find a staircase back up to Tomb:1.
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  • [[File:Demonic rune 1.png]]The demonic rune, lost somewhere in the endless halls of Pandemonium. ...rs have a 25% chance to have a Pandemonium entrance.<ref>{{source ref|0.30.1|dat/des/branches/pan.des|195}}</ref>
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  • ...n the Orcish Mines, so you may not want to enter right away. But the first 1-2 floors can be done in relative safety, as long as you are careful, and fl ...at once. Instead, lure them into the long hallways, where you'll only take 1 shot per turn.
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  • ...first encounter it; few characters can handle its threats so early. Poison resistance is highly recommended (but not required) - you may want to wait if you don' ...rby nagas and salamanders, and [[salamander tyrant]]s have highly damaging fire spells.
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  • ...e mix. The boss will always be sitting on a [[robe]] of [[resistance (ego)|resistance]], though it's especially likely to be [[curse]]d and/or negatively enchant ...mstone fiend.png]] '''Demons''' (25% chance): The boss monster will be a [[1]] or a [[2]], a set that includes such lovelies as [[executioner]]s, [[hell
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  • {{flavour|This floor is hot to the touch. Deep below it burns a fire hotter than any other.}} ...f shadows]], [[ring of fire]], [[ring of protection from fire]], [[wand of fire]], [[wand of draining]], [[scroll of torment]], [[scroll of summoning]], [[
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  • ...enna is a realm of lava, flames, and damnation. Those who linger will have fire and brimstone rained down on them. [[File:Gehenna entry.png]] '''Gehenna''' is the [[fire]] branch of [[Hell]], accessible from [[the Vestibule of Hell]].
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  • ...with unique properties (e.g. [[Damnation (unrand)|Damnation]]'s ability to fire [[Damnation]]). *Any amount of [[resistance]]s or [[willpower]]
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  • [[Fire resistance|rF+]]<br> [[Cold resistance|rC+]]<br>
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  • ...is killed by Wyrmbane or an [[auxiliary attack]] afterwards, it will gain +1 enchantment up to the HD of the dragon killed. *If you kill a [[fire dragon]] (HD 12) with the basic +8 Wyrmbane, it will become +9.
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  • ...] || Uncommon || Temporarily reduces all attributes (Str, Int, and Dex) by 1-3 points. ...f mutation|mutation]] || Uncommon || Removes 2-3 [[mutations]], then gives 1-3 random mutations, then a 50% for one [[good mutation]].
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  • ...en divided by 20, and rounded in a weighed fashion. (See {{source ref|0.30.1|random-var.cc|11}})</ref> If the penalty is not an integer, it is rounded i ...[[turn]]s". For reference, having 1 EV penalty slows you down by 1 aut = 0.1 turn.
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  • Randarts can spawn just about anywhere except [[Dungeon]]:1. While a randart of any individual type is difficult to find (i.e. you cann *Fire resistance: ranges from rF- to rF+++.
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  • ...directly into a [[centaur (monster)|centaur]], giving it several turns to fire at you. Or, you can take 2 turns to duck behind a corner, wait for it to co ...onfuses foes, which is very effective when it works. Creatures with poison resistance are immune; monsters with 100+ HP will also often resist. Even without immu
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  • ...adius 2. The ballistomycete will fire spores that seek out foes and make a 1-radius damaging explosion that additionally confuses living creatures. ** 'Channel Energy' is available at 1* piety instead of 3*.
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  • ===D:1=== ...39 damage per melee hit thanks to their [[giant club]]s, ogres can easily 1-shot or 2-shot players. Thankfully, they attack slowly.
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  • ...e final floor of [[the Realm of Zot]]. Part of the floor is similar to Zot:1-4, but the rest is taken over by the massive Orb chamber, one of several pr ...Dread liches can [[paralyse]] you and summon dangerous [[Tier-1 demon|Tier-1]] and [[Tier-2 demon|-2]] demons.
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  • ...may hide creatures that cast fire-based projectiles and usually have fire resistance. You cannot walk onto lava tiles without [[Levitation]] or [[fly]]ing, and ...go back to killing real monsters. (Before 0.9, you could gain skill level 1 of Fighting or weapon skills solely by fighting florae.) All of the forms
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  • *'''Fire Supplies''' sells [[fire]]-related items. *'''Serpentskin Sales''' sells items pertaining to the infliction of and resistance to [[poison]].
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  • *Kobold lair (D:7-14, Orc:1-3): [[kobold]]s and [[kobold brigand]]s. *Orc lair (D:9-, Orc:1-3, Elf, Vaults): [[orc]]s, [[orc warrior]]s, [[orc priest]]s, and beyond.
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  • Steam clouds are created when [[Fire Magic]] (including a [[wand of flame]]) passes over [[water]], or when icy *Damage: <code>(2d16)/2 - 1</code> [[steam]] per turn
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