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  • .... Since there is so much to find, we need your help to maintain this site. If you find something interesting that's missing, spot an error, or just want
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  • *Prior to [[0.30]], this mutation reduced shield penalties as if you were [[size|large]].
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  • The 'split' of XP remains the same even if you lose a skill (such as [[Ru]] sacrifice).
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  • ...errible undead corpse that draws vitality from slain foes. Has manageable (if below-average) aptitudes for magic and is fairly skilled with its claws. The following species were added/removed in the given versions. If not otherwise specified, a species was present in the first version of DCSS
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  • ...'re almost guaranteed to chance across at least a few incredibly powerful, if ill-suited, items -- can be a useful asset. ...e either to commit to Maces & Flails, or swap to something else you found. If you find nothing amazing, you can rely on your [[background]]. Watch out fo
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  • ...harm the user or their allies. All explosions are created instantly; even if an enemy would die from an explosion, it still creates an explosion.
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  • ...urce of electricity resistance handy; a [[potion of resistance]] will work if you have no other options. She can't deal any electrical damage as a dracon ...e reluctant to enter her ring of storm clouds, but they could cause issues if they can find a way around to you before timing out.
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  • **If they obtain [[spirit shield]], Deep Dwarves have their MP set to 0 and do n ...aling. Consumable healing and your maximum MP will eventually be exhausted if you don't find another way to heal. There are only a few ways to go about t
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  • ...thin its [[LOS]]. They do not occur naturally, and can only be encountered if summoned by a [[curse toe]]'s [[Summon Mushrooms]].
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  • ...ave a ranged attack, then keep monsters at the edge of LOS (7 tiles away). If you take too much damage, step away to force the monster outside LOS, allow
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  • ...est in the game (outside of [[Gnoll]]s). Use it. Stealth is quite useful - if not required - in order to avoid fights with dangerous enemies like [[orc p
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  • ...entaurs have a kick [[auxiliary attack]]. Hooves reduce [[stealth]] by -20 if you aren't [[flying]].
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  • ...is about the player [[species]]. For the monster, see [[Troll (monster)]]. If you were looking for monstrous trolls in general, see [[List of trolls]].'' ...it allows use of shield. But weapon use isn't out of the question, namely if you find an amazing [[artefact]].
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  • ...ng, to interesting, to game-changing. See the [[demonspawn mutation]] page if you want to figure out the ways your character can grow. It can take a whil
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  • ...d]]s. This makes the [[Spider's Nest]] ''much'' more dangerous than usual. If you don't have clarity (or Ru), you can go down the stairs, get confused-lo
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  • ...laws on their hands. They receive a +2 damage bonus to [[Unarmed Combat]], if they are not wearing [[gloves]]. ...immunity helps early, while [[torment]] immunity is great in [[extended]]. If you play to their strengths (heavy armour, usually with [[Unarmed Combat]])
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  • If you are worshipping a [[good god]] and you get clouds of negative energy, y ...regardless of Evocations skill. It could spawn negative energy clouds even if you were worshipping a good god. Also, it did not [[alternate items|altern
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  • :Only one monster (if that) can engage you in melee at a time, but you can hit multiple enemies a *If the opportunity presents itself, allowing weaker enemies to stand next to y
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  • *You may have up to 2 spare lives at any given time. If you miss gaining an extra life because you already had two, you'll gain tha *If you have less than two lives, pressing '''[[E]]''' shows how much XP is req
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  • ...rt with 8, but lose 2 per hand occupied (2 per one-handed weapon/shield, 4 if two-handed weapon). ...target, you constrict if you have a free tentacle. It ends if you move or if the enemy escapes. In general, enemies won't intentionally escape constrict
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  • ...t, abilities, and [[mutation]]s. They may be damaged by monster abilities; if any stat is reduced to 0 or below, you will suffer [[Stat zero|severe penal ...ndom, weighted to benefit items received, but will also total 12. However, if a stat is greater than 17, it is less likely to be increased.
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  • ...eduction will improve AC rolls. GDR% is equal to <code>16*(AC)^1/4</code>. If GDR is applied, the minimum possible AC roll will equal (damage*GDR%) or (A
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  • ...k's [[to-hit]] roll, factoring in any relevant situational modifiers. Only if the to-hit roll matches or beats the EV roll does the attack succeed. However, if you are paralysed, petrified, in [[tree form]], or your [[dexterity]] is 0
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  • If your strength is ever reduced to 0 or lower, you will suffer [[stat zero]].
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  • ...ttributes]], along with [[strength]] and [[intelligence]]. It is important if you want to have high evasion. If your dexterity is ever reduced to 0 or lower, you will suffer [[stat zero]]
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  • If your intelligence is ever reduced to 0 or lower, you will suffer [[stat zer ...igence. However, there is a [[Spell Power#Step down|logarithmic stepdown]] if power > 50, so going from 10 to 20 is usually less than twice the power in
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  • If at any time your character's current HP reaches 0 or lower, you [[death|die Be very careful if you ever see the message, "Ouch! That really hurt!" pop up - it occurs afte
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  • ...as long as it's equipped, so be cautious about wearing unidentified items if you're at risk. This is especially dangerous in regards to INT, as a charac
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  • ...ould be treated as '''''[[instant death]]'''''. Most monsters can kill you if you give them 4-5 free turns. Multiple monsters can ''definitely'' kill you ...reach 0% success. [[Willpower#Player resistance|Racial willpower]] matters if you want to reach 0% paralysis. See the table below for more details.
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  • ...enter with better-than-average weapon and armour, including a [[shield]]. If you would rather play a mage, try a [[Conjurer]]. ...A priest of order. They worship either [[Zin]] the Law-Giver, or [[Beogh]] if a [[Hill Orc]]. Removed in 0.13.
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  • ''This page refers to the spell. If you were looking for the [[card]] formerly known as Foxfire, see [[Swarm ca ...es]] on empty tiles (no monsters, [[wall]]s, etc.) adjacent to the caster. If there are no valid tiles, they fail to spawn. Foxfires travel at [[Movement
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  • ...oyle]], [[Troll]], [[Armataur]] and [[Formicid]] are the recommended races if you pick a Fighter Background.
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  • ...], [[Gargoyle]], [[Gnoll]], and [[Vine Stalker]] are the recommended races if you pick a Gladiator Background.
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  • ...le]], [[Troll]], [[Demonspawn]] and [[Armataur]] are the recommended races if you pick a Monk Background.
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  • ...otaur]], [[Gnoll]], [[Kobold]], and [[Spriggan]] are the recommended races if you pick a Hunter background.
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  • ...[[Spriggan]], [[Vine Stalker]], and [[Vampire]] are the recommended races if you pick a Brigand background.
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  • ...rfolk]], [[Gargoyle]], [[Armataur]], and [[Oni]] are the recommended races if you pick a Berserker background. ...[[Vampire]]s also face difficulty as Berserkers, as they cannot go berserk if they are bloodless.
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  • ...], [[Troll]], [[Demonspawn]], and [[Palentonga]] are the recommended races if you pick an Abyssal Knight Background. *[[Armour]]: 1 (+1 if Armour Apt. >= Dodging Apt.)
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  • If you simply must play a Chaos Knight, the game recommends [[Hill Orc]], [[Mi *[[Armour]]: 1 (+1 if Armour aptitude >= Dodging aptitude)
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  • ...], [[Merfolk]], [[Minotaur]], and [[Demonspawn]] are the recommended races if you pick a Death Knight Background.
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  • ...]], [[Minotaur]], [[Draconian]] and [[Gargoyle]] are the recommended races if you pick a Healer Background.
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  • ...bound to the behavior restrictions laid down by their chosen god (at least if they want to avoid [[divine retribution]]).
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  • ...r]], [[Merfolk]], [[Draconian]], and [[Vampire]] are the recommended races if you pick a Skald Background. ...power - nearly doubling your attack output. Try to learn it quickly, even if it means not learning your other spells first.
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  • ...[[Draconian]], [[Demigod]], and [[Demonspawn]] are the recommended species if you pick a Transmuter Background. ...ndage]] before every fight is a must for survival, and is recommended even if you play an already strong species like [[Minotaur]] or [[Troll]]. It creat
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  • ...n]], [[Armataur]], [[Spriggan]], and [[Felid]] are the recommended species if you pick a Warper Background. ...distance with boomerangs or any heavier [[Throwing]] weapons you've found. If they get too close, you can [[Blink]] away or use your weapons of dispersal
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  • ...old]], [[Spriggan]], [[Naga]], and [[Vampire]] are the recommended species if you pick an Enchanter Background.
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  • ...Elf]], [[Kobold]], [[Spriggan]], and [[Gnoll]] are the recommended species if you pick a Hexslinger Background.
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  • ...]], [[Draconian]], [[Djinni]], and [[Demigod]] are the recommended species if you pick a Conjurer Background. ...flexible; contributing to the power and failure of many elemental spells, if/when you get them.
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  • ...], [[Draconian]], [[Djinni]], and [[Octopode]] are the recommended species if you pick a Hedge Wizard Background. ...ailure rate, then switch to the next spell/skill you have available. Bonus if said skill helps train up other spells that you've found (and want to use).
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  • ..., [[Tengu]], [[Vine Stalker]], and [[Vampire]] are the recommended species if you pick a Summoner Background. *Summoners need to think carefully about the offensive spells they pick up if they intend to keep relying on their summons as well. [[Borgnjor's Vile Clu
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  • ...p Elf]], [[Demigod]], [[Naga]], and [[Djinni]] are the recommended species if you pick a Fire Elementalist Background. ...lastmotes]] and [[Inner Flame]] both do good damage, but can harm the user if they are not careful. See their respective pages for more details.
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  • ...an]], [[Djinni]], [[Demigod]], and [[Barachi]] are the recommended species if you pick an Ice Elementalist Background. ...the same time. Generally, Frozen Ramparts is the better option of the two if you're out of spell levels - it simply and reliably kills things.
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  • ...yle]], [[Demigod]], [[Ghoul]] and [[Octopode]] are the recommended species if you pick an Earth Elementalist Background.
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  • ...[Draconian]], [[Djinni]], and [[Vine Stalker]] are the recommended species if you pick an Air Elementalist Background. ...tness]], by increasing your movement speed, can be a lifesaver -- but only if you have enough MP to cast it! Always keep an eye out on your MP; even more
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  • ...wn]], [[Deep Elf]], [[Vampire]], and [[Mummy]] are the recommended species if you pick a Necromancer Background.
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  • ...iggan]], [[Tengu]], [[Deep Elf]], and [[Naga]] are the recommended species if you pick a Venom Mage Background. ...is quite loud, attracting other enemies to you. The clouds will affect you if used too close; either have poison resistance, or aim behind an enemy. Havi
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  • ...[Spriggan]], [[Draconian]], and [[Demonspawn]] are the recommended species if you pick an Artificer Background. Even if a wand [[alternate items|would be replaced by another wand]], Artificer's w
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  • If you feel you must play a Wanderer, the game recommends you play as a [[Huma |Fighting || +1 to weapon enchantment<br>If no weapon: 1 decent consumable || Good weapon, weighted based on skill apti
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  • ...[Demonspawn]], [[Draconian]], and [[Hill Orc]] are the recommended species if you pick a Reaver Background. ...f [[plate armour]], don't be afraid to rely entirely on melee for a while. If you've found a [[Book of Conjurations]], then you have a path towards gener
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  • **Note that if you sacrifice a skill to [[Ru]], your other skills won't get a bigger share ...on equally well, Oka's gifts are easier to use, never requiring retraining if you get something absurdly powerful. However, the loss of allies is rougher
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  • ...don't need a specific amount of Armour skill to wear a given body armour. If you're playing a [[Fighter]], for instance, you'll want something heavy lik
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  • ...h deals damage every time the target moves. The barbs will wear off faster if you stay in your position.
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  • ...he charge cannot be [[dispel]]led, and won't fade away over time, not even if you leave the floor.
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  • ** Drain charges from your wands. This fails if you're carrying no wands or have no wands with charges. ** Drain charges, max charges, and enchantments from your rods. This fails if you're carrying no rods or have no rods with charges.
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  • *If you have [[spirit shield]] from a non-amulet source, having this amulet can
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  • ...0 turns total. If you are hurt when (un)equpping armour, the game will ask if you want to abort the action. *If you have the [[Deformed]] or the [[Pseudopods]] mutation, you lose <code><b
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  • This bonus is then reduced by encumbrance, if any. * '''If (encumbrance - 3) ≥ strength:'''
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  • *[[Merfolk]] / [[Octopode]] on [[water]] (even if [[flying]]): +50 *In [[shallow water]] (if not [[flying]], [[large]], or [[amphibious]]): ×0.5
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  • *[[Blind]] (or if the player is [[invisible]] and unseen) 50% of stabbing attempts with the [[Spriggan's Knife]] are treated as if the target is sleeping.
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  • ...ations]] skill, the longer this ability will last. This ability works even if you are [[undead]] ([[Ghoul]], [[Mummy]], bloodless [[Vampire]]), and will ...ow themselves turning against sinners. Dithmenos's subtle punishments are, if anything, more dangerous: victims find the shadows ripped away from them, h
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  • Throwing implements are more common in [[Shoals]] than [[Swamp]]. If the former branch is in your game, you may want to focus a little more on T ...l, throwing ''something'' is better than waiting for an enemy to approach. If available, you can throw [[stone]]s, [[boomerang]]s, or [[poisoned]] [[dart
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  • If offhand punches/slaps are available, then increasing Unarmed skill increase ...rm's designated minimum and maximum [[Shapeshifting]] skill, respectively. If you are below minimum, the damage can decrease.
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  • ...kill level, the fact that staves are "skill-friendly" doesn't matter. I.e. if you have 20 weapon skill, you'll do more damage with a great mace than with ...[spectral]] or [[speed brand]]s, and as mentioned, work well at low skill. If you find a particularly good lajatang early on, it may be worthwhile to swi
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  • ...n extra tile of reach means you'll get 1 "free" hit against a melee enemy. If you are concerned about early Dungeon survival, then start with a polearm ( Polearms can reach over [[deep water]], [[summon]]s, and other [[allies]]. If you have a consistent source of allies, such as [[Summonings]] spells or th
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  • ...ne, while lightly armoured characters don't ''have'' to use one. Early on, if you find a great [[randart]] blade, don't hesitate to train Long Blades - "
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  • *They receive bonus damage from [[stabbing]]. Great if your character has a consistent way to stab things. [[Hexes]] are the most ...er or not, a [[quick blade]] of distortion can remain viable into [[Zot]]. If nothing else, you can use the crosstraining to swap to Long Blades.
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  • *Prior to [[0.26]], you could train this skill only if your god used it or if you had a [[manual]] of Invocations.
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  • ...pons that are affected by Evocations, they are given skill equal to [[HD]] if they are intelligent, and have no skill otherwise. When monsters attempt to Wands generate much more frequently in [[Swamp]] than [[Shoals]]. If the former branch is in your game, you may want to favor Evocations a littl
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  • ...(white name; * next to the skill): Selected skill will gain more XP, even if never used. ...elected (dark grey name; - next to the skill): Skill will gain no XP, even if used constantly.
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  • ...asts produce [[nameless horror]]s. Monsters summoned by the player dismiss if the player harms them or they would become hostile for some other reason, r
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  • ...ners also gain a few utility and debilitative spells as well, particularly if they are also skilled in [[Earth Magic]].
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  • ...apon blessed at his [[altar]]. Such a weapon will have its existing brand (if any) replaced with a [[holy wrath]] [[brand]], and is also affected as thou Finally, if the blessed weapon is a long blade, it will have its base stats enhanced as
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  • ...ically available", "what skills you have", and any [[artefact]]s you find. If your desired weapon isn't available, for example, you may have to go off-co IF Unarmed Combat: Delay = base delay - skill/5.4
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  • ...will give a weapon a randomly selected brand, replacing any existing brand if there is one. ...[[negative energy]] damage per attack, as well as [[draining]] the monster if susceptible.
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  • * If you are wearing a shield you may suffer some penalties. See [[Shields#Shiel Delays are rounded randomly in a weighted manner (if delay = 3.4, there is a 40% for 4 aut and 60% for 3 aut).
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  • ...t 0 skill, spears are outright better than [[whip]]s and [[short sword]]s (if you aren't stabbing).
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  • If the Lord God Himself stood by!-<br>
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  • In general, Polearms are great if you have some means of creating distance. Characters with fast [[movement]]
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  • ...stuck with a regular [[trident]], you may want to consider a glaive, even if you were using a shield.
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  • ...ment effect iterates and checks each adjacent tile surrounding the player. If the following are found, further effects to that tile '''do not''' occur: * If a <code>3/power</code> chance occurs, or
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  • ...ulas are the only blessed weapon that can spawn as a [[randart]], but only if the unrand [[Condemnation]] fails to spawn.
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  • * If you can't attack from range, you might as well throw a stone. Stones let yo * Stones create a soft [[noise]] where they land. If you throw a stone at the edge of [[line of sight]], you can quietly attract
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  • ...ons with stats slightly superior to [[mace]]s. Much like [[quick blade]]s, if you found an ankus lying on the ground, there was a good chance that it had
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  • ...rried the big stick, the organization would not have gotten behind me, and if I had yelled and blustered, as Pankhurst and the similar dishonest lunatics
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  • Usually, if you can comfortably wield a giant club, you should upgrade to a [[giant spi
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  • ...in delay though; you can get better damage with the same delay at 14 skill if you use a [[dire flail]], although that is two-handed. Don't enchant one o
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  • ...e to get an extra turn on you. However, whips are stronger ''on average''. If you need to use a 0 skill weapon in the first place, you'll likely prefer t
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  • ...ous [[Demonspawn]] will prefer a demon whip. Otherwise, it is mostly even: if you are at mindelay with both weapons, the eveningstar is favored slightly.
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  • ...a [[shield]] yet, there's little reason ''not'' to use a dire flail. Even if you have found a shield, a dire flail can remain competitive at low weapon
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  • If you haven't found one, don't fret. A [[broad axe]] or [[battleaxe]] are sti
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