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  • ...n [[Air Magic]], but they had little talent for [[Necromancy]] and [[Earth Magic]].
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  • ...lacking the dexterity to excel at other forms of combat. Their reserves of magic are somewhat poor, though they still make passable spellcasters, and their *'''Runic Magic''': The [[encumbrance rating]] of all armour you wear is reduced by 1/2 for
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  • ...determine a character's total EV is complex and factors in many different skills and attributes. ...o-hit]] number is 1500 (the magic number AUTOMATIC_HIT) or greater (e.g. [[Magic Dart]]), it automatically hits.
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  • ...or to entering the [[Dungeon]]. Your background determines your starting [[skills]], stats, [[items]], and (in the case of religious backgrounds) your [[god] ...move forward from. Your choice of [[species]], however, will make certain skills easier to learn than others, and your background helps determine your start
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  • ...other powers, should they prove worthy), but who forbids the use of spell magic. They enter the Dungeon with a weapon of their choice, and dressed in anima ==Starting Skills and Stats==
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  • ==Starting Skills and Stats== Abyssal Knights begin with melee-oriented skills, supplemented by Lugonu's invocations. You start with enough [[piety]] to u
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  • ...non-hostile monsters, letting their allies die, or using any form of evil magic or weapons. ==Starting Skills and Stats==
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  • ...warriors in their own rights, Skalds practice a form of augmenting battle magic that is either chanted or sung. Unique to the highlands in which they origi ...kalds''' are warriors who use magical [[Charms]] to bolster their fighting skills. Because heavy armour hinders spellcasting, many of them prefer lighter arm
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  • {{flavour|Transmuters specialise in transmutation magic, and can cause strange changes in themselves and others. They deal damage p '''Transmuters''' are magicians who specialise in [[Transmutations]] magic. They are best described as kung-fu mad scientists, but initial survival is
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  • '''Stalkers''' are [[assassin]]s who have studied [[Transmutations]] magic, using alchemical effects and transformations as a means to kill their vict ==Starting Skills==
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  • {{flavour|Warpers specialise in translocation magic, and are experts in travelling long distances and positioning themselves pr '''Warpers''' specialize in [[Translocations]]. While their school of magic lacks destructive power, they enter the [[Dungeon]] with a bit more combat
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  • ==Starting Skills and Stats== Enchanters are one of the few magic starts not to get an XL 1 spell, but have 2 potions of invisibility to make
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  • ==Starting Skills and Stats== *[[Fire Magic]]: 1
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  • ...ve magic of conjuration spells. Like Wizards, the Conjurer starts with the Magic Dart spell, in their case from a library of destructive conjurations.}} *[[Potion of magic]]
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  • ...ea of magic. Hedge Wizards start with a variety of magical skills and with Magic Dart memorised, from a large library of varied low-level spells. They also '''Hedge Wizards''' are magicians who do not specialize in any area of magic, making them a jack of all trades, master of none when compared to more foc
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  • *[[Potion of magic]] ==Starting Skills and Stats==
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  • ...[[Conjurations]], but leaves them without any sort of support or defensive magic in the early game. *[[Potion of magic]]
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  • *[[Potion of magic]] ==Starting Skills and Stats==
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  • '''Earth Elementalists''' are mages with a preference for [[Earth Magic]]. *[[Potion of magic]]
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  • ...ementalists have learned the Shock spell. Later on, their selection of Air Magic spells provides them with the flexibility to survive.}} ...for their specialization. Air Magic is not as purely destructive as [[Fire Magic]], but offers a variety of other useful effects for [[Dungeon]]-delvers.
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  • ...The Necromancer is a magician who specialises in the less pleasant side of magic. Necromantic spells are a varied bunch, but many involve some degree of ris '''Necromancers''' are magicians who specialise in the less pleasant side of magic - that involving death and the [[undead]].
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  • {{flavour|Venom Mages specialise in poison magic, which is extremely useful in the shallower levels of the Dungeon where few '''Venom Mage''' are spellcasters who specialize in [[Poison Magic]]. Their toxic spells are effective against [[list of arthropods|insects an
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  • {{flavour| Artificers have built, bought or burgled an assortment of magic wands to help them through the early Dungeon. Wands have a limited number o ==Starting Skills and Stats==
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  • ...s them to fight honorably. They must refrain from using [[poison]], unholy magic or items, or attacking while [[invisibility|invisible]]. Nor can they attac ==Starting Skills==
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  • '''Reavers''' are warriors who learn [[Conjurations]] (destructive magic) in order to complement their deadliness in combat. ==Starting Skills==
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  • ...nts who survive through sneakiness and quick wits, rather than violence or magic. They start with similar equipment to [[Assassin]]s, but no blowgun, and re == Starting skills ==
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  • ...ngeon has exposed their somewhat fragile minds to excessive amounts of its magic. ...tions have rendered Gnolls incapable of selective learning. They learn all skills equally at the same time, so it's hard for them to learn more about any one
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  • This is a list of all spells available for the player in Crawl, organized by magic school. ...orresponding skills. In particular, the elemental (and poison) skills add "Magic" to the name; and most of the other skill names are plural, while most of t
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  • ...ore AC is applied. The table below details the damage multiplier from your skills, tier, and weapon type: "Pure" [[Stealth]] is less viable than other offensive skills. The enemy always has a chance to wake up... and training only Stealth mean
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  • Magic is a very broad term in reference to ''Crawl'', potentially referring to ma * [[Magic contamination]]
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  • ...rs can use them to defeat weak enemies. They also boost the power of spell magic, and most staves give an elemental resistance. {{Skills}}
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  • {{Skills}} [[Category:Magic skills]]
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  • ...ied on the Skill Screen ('''m'''). Species [[aptitudes]] will make certain skills easier or harder to train. Skill levels are capped at [[27]]. ...in each skill, with higher scores yielding faster skill progress. Training skills with poor aptitudes is possible, but notably slower.
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  • '''Air Magic''' skill determines how easily you can use spells involving air and electri ...Many of its earlier spells can also be used to create [[cloud]]s. Most Air Magic can be resisted with [[electricity resistance]].
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  • The '''Charms''' school of magic includes spells which positively affect yourself, providing improved offens |Charms/[[Ice Magic|Ice]]
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  • ...g spells of various types. While some spells are pure Conjurations (e.g. [[Magic Dart]]), most damage-dealing spells combine this skill with an elemental sc {{Skills}}
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  • '''Earth Magic''' skill determines how easily you can use spells that shape or use earth, Earth Magic spells deal physical damage, having no elemental resistance. Its [[Conjurat
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  • The '''Fire Magic''' school determines how easily you can manipulate fire. ...irepower, whether they be single targets or large groups. Damage from Fire Magic is generally reduced by [[fire resistance]].
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  • {{Skills}} [[Category:Magic skills]]
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  • '''Ice Magic''' skill determines how easily you can cast spells that employ ice, cold, a Ice Magic provides many "subtle" spells: most Ice spells cause passive effects, affec
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  • The '''Necromancy''' school of magic focuses on calling upon the unsavory power of death itself. It also boosts ...l options. It contains a very diverse spell set, and is a useful school of magic to study.
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  • The '''Poison Magic''' school concerns itself primarily with the [[poison]]ing of monsters, all ...actitioners are advised to eventually branch out into some other school of magic.
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  • Note that there is one spell in this school of magic that does not create summoned monsters: [[eldritch tentacle]]s, which can b *In [[0.26]], the last two utility spells were removed from this magic school: [[Aura of Abjuration]] and [[Recall]].
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  • ...2 spells can be extremely useful, making it a popular school for otherwise magic-free brutes to dabble in. {{Skills}}
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  • ...forms, see [[Shapeshifting]]. For the current transmuting-themed school of magic, see [[Alchemy]].'' ...ilitative spells as well, particularly if they are also skilled in [[Earth Magic]].
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  • ...us in-game factors, such as "what weapons are physically available", "what skills you have", and any [[artefact]]s you find. If your desired weapon isn't ava ...ts accuracy and weapon speed. In addition, your [[species]] may learn some skills faster than others.
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  • ...provided they have sufficient [[MP]], are skilled enough in the spell's [[magic school]]s, and not under a few [[status effect]]s. Spells are learned from ...tations]] / [[Ice Magic]] spell. Both "Transmutations" and "Ice Magic" are skills that boost the strength and success rate of the spell. Spells with multiple
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  • ==Starting Skills and Stats== ...g]] can help in getting to a stair safely, most useful in conjunction with magic mapping.
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  • ==Starting Skills and Equipment== Coglins start with the skills and equipment listed for their background, with the following exceptions:
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  • ...to casters - especially those skilled in the appropriate form of elemental magic.<br>You can sustain at most three creatures summoned by this spell.}} ...ed elemental is based entirely upon your skill in the associated elemental magic school:
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  • |school2={{Air Magic}} '''Flight''' is a level 3 [[Charms]]/[[Air Magic]] spell which causes the caster to [[fly]] for its duration. Unlike some so
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  • ...ell: spell casting success is based on the average of the spell's schools' skills. *[[Fire Magic]]
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  • ...are [[Fire Magic|Fire]], [[Ice Magic|Ice]], [[Air Magic|Air]], and [[Earth Magic|Earth]]. ...the Water element; however, in the game, water magic is a lost and unknown magic.
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  • ....g. [[Mephitic Cloud]], which requires Conjurations, Poison Magic, and Air Magic). [[Djinn]] instead use the generic [[Spellcasting]] skill for all of their **'''Wild Magic''' increases your spell power, but decreases your success rate. The bonus i
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  • # Spell-related skills, [[Intelligence]] # Modifiers like [[Wizardry]] and [[Good_mutations#Wild_Magic|Wild Magic]]
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  • ...(7 + sources)</code>. This is applied after calculating spell failure from skills and other modifiers, though failure is modified by a [[Spell_Success#Final [[Category:Magic]]
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  • ...from the effects of fire. If the wielder is skilled in Evocations and Fire Magic, they can burn those struck by it, dealing fire damage which bypasses armou ...of fire''' is a [[magical staff]]. It gives a [[spell enhancer]] to [[Fire Magic]], and gives the wielder a rank of [[fire resistance]].
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  • ...from the effects of cold. If the wielder is skilled in Evocations and Ice Magic, they can freeze those struck by it, dealing cold damage which bypasses arm ...of cold''' is a [[magical staff]]. It gives a [[spell enhancer]] to [[Ice Magic]], and gives the wielder a rank in [[cold resistance]].
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  • ...lls cast by its wielder. If the wielder is skilled in Evocations and Earth magic, they can fracture the ground beneath those struck by it, dealing substanti ...earth''' is a [[magical staff]]. It gives a [[spell enhancer]] to [[Earth Magic]], but no resistance.
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  • ...tes them from electricity. If the wielder is skilled in Evocations and Air Magic, they can shock those struck by it.}} ...f of air''' is a [[magical staff]]. It gives a [[spell enhancer]] to [[Air Magic]] and gives the wielder [[electricity resistance]].
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  • ...the effects of poison. If the wielder is skilled in Evocations and Poison Magic, they can envenom those struck by it, dealing poison damage which bypasses In addition, the [[Staves]] and [[Fighting]] skills will increase the damage done by the staff itself.
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  • ...(also works well for the whole game). I'll go over some specific kinds of skills and items I recommend next, and then go back to discussing strategy for the ...t if you can get it, and nice intrinsics include slaying, AC/EV, wizardry, magic resistance, regeneration, fire/cold/poison/electricity resistance, later on
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  • * The experience cost of high-level skills is reduced. * Wanderers have more useful starting skills and new item possibilities.
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  • *'''[[Channel magic]]''': 3-5 MP restored per turn for <code>3 + 2d(2/3 * Invocations)/2</code> ...ell in your library. The [[spellpower]] for this cast uses the usual spell skills, enhancers, etc. but also receives a bonus of 1.5 * the spellpower as if [[
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  • ...ons and mighty allies. Followers are absolutely forbidden the use of spell magic. ...beings. Trog especially likes it when you kill wizards and other users of magic.
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  • {{flavour|Vehumet is a god of the destructive powers of magic. Followers will gain divine assistance in commanding the hermetic arts, and *[[Djinn]]'s unusual approach to magic renders them unable to worship Vehumet.
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  • ...laws]] and an unarmed combat aptitude that's not as terrible as most other skills, monk is a widely lauded background for trolls. This just becomes all the m ...g skill. Just like with other characters, you can begin to expand to other skills as these base ones achieve an acceptable level.
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  • ...e removed by shattering it forever. However, these curses enhance specific skills. They will also please Ashenzari, who will reveal the invisible and grant c ! Group || Boosted skills
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  • *[[Sif Muna]]: "Generic" magic god; channel MP, and eventually get access to (and cast) every spell in the *[[Vehumet]]: A god of [[Conjurations|destructive]] magic; gives and buffs offensive spells, including MP gain on kill.
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  • Followers of Okawaru will gain the ability to temporarily increase their skills in combat, and, much later, to deal much faster blows. Okawaru will eventua ...of Destruction is like a larger [[Magic Dart]], and Okawaru doesn't block Magic Dart).
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  • * '''[[Sif Muna]]''', god of [[magic]] and mystical secrets. * '''[[Vehumet]]''', god of destructive magic.
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  • ...ills over others. For example, [[Deep Elves]] have an easier time learning magic, and [[Hill Orc]]s have an easier time learning melee combat. Taking advant For most types of skills, the difference between, say, level 15 and level 13.8 is small. Going from
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  • *Total [[magic points]]. ...hed this can still use XP to improve their [[score|final score]] and their skills.
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  • **All 'mage' backgrounds now start with a potion of magic. * Ranged weapon skills and starts are streamlined (see also "Items" below):
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  • * Improved religion, skills, ability interface. (Commands are ^!, m?, and a!.) * Added coloured HP/Magic bars.
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  • * Okawaru: Might -> Heroism, increasing all weapon skills by 5, up to 27. * Don't waste a turn and/or magic when aborting various actions.
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  • ===Skills=== * Skill training: skills are trained immediately when XP is gained. The skills trained are the ones that have been used recently (auto) or the ones which
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  • ...at can deal ridiculous amounts of damage. If you are not confident in your skills, escape is strongly advised. ...most elemental damage, casters should use pure [[Conjurations]] or [[Earth Magic]] to deal with them. Necromancy users can use [[Dispel Undead]]. Melee figh
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  • ...lly every enemy the game throws at you. Since you also learned some [[fire magic]] spells, including even [[Fire Storm]], you have a truly lethal arsenal of ...game. The [[augmentation]] mutation lets you consistently cast even earth magic spells at full [[spell power]]; the [[robust]] mutation avails you with 450
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  • ...eapon. I am already proficient in the usage thereof and am eager to use my skills to serve Beogh. ...and know not what it means. I am reluctant to break the seal and read the magic words inside for fear of harm. Also found a purple potion.
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  • ...tification. MP gained while full will eventually be turned into potions of magic. ** The [[amulet of magic regeneration]], which increases MP regeneration after a warmup period.
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  • ...high recharge rate. So long as Evocations higher than all your other magic skills, you have 80% chance to get a rod you don't already own if you request a st ...], and low intelligence will not penalize casting. Many species are bad at magic, but at least competent at Evocations.
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  • ...t choose their type, but they generally are biased toward your predominant skills. Not all excellent items found in vaults are necessarily acquirements, thou ...y likely to receive a weapon in that category. A conjurer with high [[Fire Magic]] skill will likely find a spellbook with more fire spells.
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  • ===Demonic Magic=== {{:Demonic Magic}}
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  • ...|| Very Rare || Gives a choice of three items to acquire tailored to your skills, or a pile of gold. *[[Scroll of magic mapping]] - Changed to [[scroll of revelation]] in [[0.31]]
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  • {{flavour|A magic potion which greatly increases the dexterity and evasiveness of the one who ...stealth and evasion by an amount based on your [[Dodging]] and [[Stealth]] skills)
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  • ...tive arts, along with magically imbued statues capable of casting powerful magic. ...]], these mages only generate with their Conjurations-focused spell set: [[Magic Dart]] (3d5), [[Force Lance]] (3d13), and [[Iskenderun's Battlesphere]]. Th
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  • ...s]] or scarf of cloud immunity can appear. The boss chamber contains [[Air Magic]]-themed items ([[spell book]]s and [[staff of air|staves]]), good [[ring]] ...n resort to their pathetic melee skills instead of hammering you with wind magic, though getting in close makes [[Tornado]] more dangerous. Alternatively, a
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  • ...|| [[Confusion|Confuses]] you, but dramatically increases your health and magic regeneration for several turns. ..." | Rare || Ends many [[status effects]] (both good and bad) and reduces [[magic contamination]].
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  • ==Starting Skills and Equipment== Barachim receive the skills and equipment listed for their background.
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  • ...you're gonna run out of consumables. Don't forget to put your non-killing skills once you have enough power (e.g. for a caster, train Fighting, Dodging, Ste ...urces include [[wand]]s, [[curare]] [[dart]]s, and the [[Hexes]] school of magic.
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  • ...0.8]], wield-IDing [[magical staves]] would only work if the spellcaster's skills exceeded a certain value, much like with weapon enchantments. *Prior to [[0.6]] and the removal of the [[Divinations]] school of magic, you could also identify items using the [[Identify]] spell.
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  • Wrapping up our skills for our characters... If you've been training up specific skills, your main defenses: [[Fighting]], [[Armour]], [[Dodging]], and/or [[Shield
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  • ...tered the two [[rune]]-containing [[Lair]] branches yet. From now on, your skills no longer reflect your background, but rather reflect your general strategy ...ll also boosts your combat prowess. Fighting is one of your most important skills, period -- especially once you've finished training up your weapon.
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  • ...[Zot trap]]s), and Sage cards (which often divert useful experience toward skills you will never use). Unless you're fine with the possibility of losing your ...Paralysis]]. At higher power, it has a chance of giving [[Potion of magic|Magic]], [[Potion of invisibility|Invisibility]], [[Potion of speed|Speed]] or [[
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  • ...o invest XP in a few specific skills, rather than attempting to learn many skills at once. It is often essential, at least in one form or another. ...me weapons and spells usually require a lot of skill investment. Defensive skills will make your character more durable.
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  • # Concentrate on your spell skills and learn [[Throw Flame]]. ...potion of speed]] and kill the [[Ogre]]. Back away and quaff a [[potion of magic]], if necessary.
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  • ...iable means of surviving, as the game progresses you should diversify your skills to ensure you can meet any challenge. **Melee fighters might want to learn [[Spellcasting]] and dabble in magic, even if its just with [[Evocations]].
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  • *XL 27 and very high skills. ...s of might/brilliance/haste to enhance your battle prowess, and potions of magic to recover MP in a pinch.
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  • '''A''' : set all skills to level '''k''' : change experience level and skills
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