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  • ...ou to play using widely different play styles, depending on your character and god choice. The wide variety of choices offered might intimidate or even ov ...Find a big weapon and the heaviest armour, worship [[Okawaru]] or [[Trog]] and beat things to death.
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  • See also [[List of attack spells and beams by maximum damage]]. == All spells and abilities ==
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  • The damage specified is (approximately) maximum and average damage is half that. Generation is done approximately by throwing t See also [[Table of attack spells and beams by maximum range]].
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  • ...ery important, as almost all species need to eat, or they will grow hungry and eventually die of starvation. Luckily, there are plentiful sources of nutri ...food than others, but all characters burn food more quickly when fighting and/or casting spells.
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  • [[File:Gyre and Gimble.png]] '''''the +8 pair of quick blades "Gyre" and "Gimble"''''' ...s of Short Blades to an extreme - they are impacted more by 'flat' bonuses and enemy [[AC]].
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  • ...'t win a fight, and sometimes the best thing to do is to run. Knowing when and how to escape a deadly situation is an essential part of playing ''Crawl''. ...number of escape options, as well as means of healing, disabling monsters, and many other things which just might save your life.
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  • This is a collection of random tips and tricks for those who are starting to play ''Dungeon Crawl''. ...puter to do something else, then come back later -- some time to calm down and think can often let you salvage a situation that originally looked hopeless
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  • ...i>s [[list of arthropods|arthropods]], they are largely weak to [[poison]] and lack endoskeletons, meaning they cannot be raised as [[skeleton]]s. ...ly swift worms with painful bites that can [[Harpoon Shot|pull passersby]] into the murk of [[the Swamp]].
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  • 27 bytes (3 words) - 16:05, 6 February 2013
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  • ...ile they don't have any breath weapons, their bites are usually dangerous, and many of them are comfortable swimming through [[water]]. Fortunately, they Reptiles and amphibians are most common around the [[Lair]] and its branches, being replaced by greater, more intelligent threats later in
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  • #REDIRECT [[Gyre and Gimble]]
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  • {{spellbook|There-And-Back Book}} ...[https://en.wikipedia.org/wiki/The_Hobbit The Hobbit]'', subtitled ''There and Back Again''.
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Page text matches

  • ...parlance); your character is defined more by their [[skills]], [[species]] and choice of [[God|deity]] than their background. ...r added to or edited a wiki before, don't worry! It's not very challenging and there's a very useful [[Help:Contents|help section]] explaining how to get
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  • Includes [[giant club]]s and [[giant spiked club]]s, but not [[large rocks]].<br>As the lower pair of ar
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  • ...ies; most are essentially humanoid, although some are human-animal hybrids and a few are even stranger. ...mataur]] (At):''' A scaly, four-legged mammalian hybrid which [[rampage]]s into combat, increasing their regeneration as they do so.
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  • ...spaces in the dungeon, they are refreshed and invigorated, rapidly healing and recovering magic. They are also the most versatile of all species - having ...Unlike exploration piety, this still works when uncovering [[deep water]] and [[lava]] around the map border, but it doesn't work in the [[Temple]].
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  • ...e-target damage than even [[Fireball]], it hits every enemy on the screen, and the explosions can overlap. This makes it a great spell against groups (tha ...Once a few jellies have spilled out, just 2-3 casts are enough to kill TRJ and most of its allies. Just watch out for [[rockslime]]s afterwards.
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  • ...s have more [[HP]] and [[AC]] than most [[list of draconians|draconians]], and can summons [[hydra]]s to her side. She always spawns with a [[quarterstaff When she reaches half health, she transforms into her true form - [[#Dragon Form|see below]] for details.
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  • ...gic, but are highly skilled with most other forms of magic, especially Air and Charms.}} ...Intelligence]] of 11 and [[Dexterity]] of 10 (before Background modifiers) and have one extra base [[magic points|magic point]].
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  • ...becoming weaker and losing all colouration. They are poor at melee combat and physical defense, although they are capable at using bows in ranged combat. Deep Elves have a base [[Strength]] of 5, [[Intelligence]] of 12 and [[Dexterity]] of 10 (before Background modifiers). They have two extra base
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  • ...perlative transmuters, and are comfortable dabbling in necromantic, poison and elemental magic. As fighters, they are often more dangerous unarmed than ar ...or Sludge Elves, elven armour impeded spellcasting less than other armours and improved their effective [[Armour skill]]. They were slightly more accurate
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  • ...reserves of magic. They are passively able to reduce all incoming damage, and their empathy with the earth allows them to sense their surroundings; these ...vine assistance for healing. They are most at home with the magic of earth and death, eventually gaining some resistance to the dark powers of necromancy.
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  • ...ins (the Cave Orcs) possess below the ground, descend in search of plunder and adventure. ...using missile weapons. Hill Orcs are passable users of most types of magic and are particularly skilled with Fire.
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  • ...as well as in the water. Experts at swimming, they need not fear drowning and move very quickly through water. ...he most efficient ways to fight underwater. They therefore prefer polearms and short swords above all other weapons, though they can also use longer sword
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  • ...ut half the size of Humans, live in small villages. They live simple lives and have simple interests. Sometimes a particularly restless Halfling will leav ...hy and dextrous, but are poor at magic (except for charms, translocations, and air magic). They advance in levels as rapidly as Humans. Halflings cannot w
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  • ...melee attacks inflict both [[sickness]] and [[retching]] in their victims, and upon death, their body spills out a rapidly expanding [[cloud]] of [[miasma ...at range. The miasma will spread faster than you can walk or slither away, and no one wants to rot any more than they absolutely have to.
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  • ...wn origin. They are well suited to lurking in the darkness of the Dungeon, and have a reduced range of vision which also reduces the range at which they c ...makes them unable to wield large weapons, but they are agile and stealthy, and advance in levels as quickly as Humans.}}
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  • ...your allies from anywhere within its [[LOS]]. They do not occur naturally, and can only be encountered if summoned by a [[curse toe]]'s [[Summon Mushrooms ...een tormented to low HP. The amount of mushrooms can make it hard to move, and their [[confusion]]-branded melee can make it harder to fight the toe.
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  • ...re small magical creatures distantly related to Elves. They love to frolic and cast mischievous spells. ...ze makes them unable to wear most armour. They cannot wield large weapons, and even most smaller weapons require both hands to be wielded by a Spriggan.}}
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  • ...isible creatures, and have tough skin, but their tails are relatively slow and cannot move them around as quickly as can other creatures' legs (this only Nagas can spit poison; the accuracy and damage of this poison increases with the Naga's experience level.}}
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  • ...at specific weapon skills. They advance quite slowly in experience levels and are rather sub-par at using magic. Like Nagas, they receive reduced protect *Centaurs are hybrids, half-horse and half-man:
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  • {{flavour|Ogres are huge, chunky creatures who are very strong and robust, but are not nimble at all. They possess a raw talent for magic, but Their preferred methods of avoiding beatings are dodging and the use of shields, but they can also use armours made from magical hides,
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  • ...even the most terrible wounds. However, they are hopeless at spellcasting and learn most skills very slowly.}} **Like all large creatures, they receive an [[EV]] and [[Dodging]] penalty.
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  • ...a species of hybrids, posessing human bodies with bovine heads. They delve into the Dungeon because of their instinctive love of twisting passageways. ...an <code>[[XL]] + 22.5</code>% chance. This equates to roughly 25% at XL2 and 50% at XL27.
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  • ...and boots. Their magical nature helps them evade attacks while in motion, and despite their lack of wings, more experienced Tengu can magically fly. ...oor at ice and earth magic. Tengu do not appreciate any form of servitude, and so are poor at using invocations. Their light avian bodies cannot sustain a
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  • ...e on a variety of colours. This happens at an early stage in their career, and the colour is determined by chromosomes, not by behaviour. ...ity on the part of the player. They are good general-purpose spellcasters, and typically their spellcasting aptitudes will adapt slightly when they gain a
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  • ...like members of their mortal part's species, but they are extremely robust and can draw on great supplies of magical energy. ...ence than any other species, gain skills slightly less quickly than Humans and, due to their status, refuse to worship any god.}}
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  • Demonspawn advance slowly in experience and learn most skills slightly slower than Humans, although they are talented a ...r [[The Shining One]]), have vulnerability to [[holy]] and [[holy wrath]], and can't wield weapons of holy wrath. However, they aren't true [[demon]]s, so
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  • {{flavour|These are undead creatures who travel into the depths in search of revenge, redemption, or just because they want to. ...ght them into unlife also grant them a special connection with the divine, and as they increase in levels, they become increasingly in touch with the powe
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  • ...undead creatures that sleep in their graves for years on end, only to rise and stalk the living. Slain foes heal these monstrous beings as they feast on t ...h their claws and, due to their contact with the grave, can use ice, earth and death magic without too many difficulties.
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  • ...and poisonous gas. At the highest tiers of power storm clouds, acidic fog and clouds of negative energy become available.}} ...ions]] skill determines not only the type of clouds, but also their number and duration.
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  • ...ly, but will lose all undead powers. Upon growing, they learn to transform into fast-moving bats. Unlike other undead species, they may be mutated normally **Vampires are vulnerable to [[holy]] damage, weapons of holy wrath, and [[Dispel Undead]]. (However, Dispel Undead will never be used against the p
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  • ...y the least. Spells like [[Cigotuvi's Dreadful Rot]], [[Gell's Gravitas]], and [[Iskenderun's Mystic Blast]], or abilities like [[Fedhas]]' Wall of Briars ...ast those spells. When enemies do get into range, you'll deal extra damage and have more AC.
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  • ...d, or, in at least one case, eviscerated their former masters and gone out into the world. While fully capable of using speech and most forms of magic, Felids are at a serious disadvantage due to their inab
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  • ...and-capable relatives of common octopuses can move about as fast as humans and yet retain the ability to swim underwater, although their dual adaptation i Octopodes have eight tentacle-shaped legs, and need four of them to move. While a tentacle lacks fingers, two tentacles ar
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  • ...minimal degree of aptitude are [[Earth Magic|earth]], [[Fire Magic|fire]], and [[conjuration]]s. They advance in levels at a similar rate to [[Elf|common ...njurer]]s, [[Enchanter]]s, [[Fire Elementalist]]s, [[Earth Elementalist]]s and [[Healer]]s.
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  • ...ir Magic]], and [[Enchantments]] (and were fairly good with bladed weapons and [[Spellcasting]]). They also leveled faster than the other elven races, th ...ght]]s, [[Transmuter]]s, [[Healer]]s, [[Reaver]]s, [[Stalker]]s, [[Monk]]s and [[Warper]]s.
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  • ...than their common ogre relatives they nevertheless have great [[strength]] and can survive a lot of punishment. They advanced in level very slowly, needin ..., they required more experience to advance in level, had fewer hit points, and could not eat raw meat unless hungry (which pre-0.5 ogres could).
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  • ...rticularly in [[Air Magic]], but they had little talent for [[Necromancy]] and [[Earth Magic]]. ...[[Ice Elementalist]]s, [[Air Elementalist]]s, [[Stalker]]s, [[Assassin]]s and [[Hunter]]s.
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  • [[Jiyva]]'s regen and [[Trog]]'s Hand function normally, though all other external regeneration s ...oul]]s start at rank 1.<br>[[Vampire]]s have this mutation when Bloodless, and thus unable to get it randomly.
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  • ...[[Earth Magic|Earth mages]], having a superlative aptitude for that skill and good aptitude for [[Conjurations]], though they were somewhat held back by ...]]s, [[Crusader]]s, [[Enchanter]]s, [[Earth Elementalist]]s, [[Stalker]]s, and [[Assassin]]s.
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  • ...nection with the blood of the earth gives them a particular talent at fire and earth magics. Their spell success is significantly less encumbered by armou ...rtisans and smiths, employed in ancient times by even the gods themselves, and this spiritual history makes them exceptional at invoking divine aid. They
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  • ...grow as you gain experience. They can be changed by equipment, abilities, and [[mutation]]s. They may be damaged by monster abilities; if any stat is red ...([[SH]]). Your character also has a limited reserve of [[hit points]] (HP) and [[magic points]] (Magic or MP).
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  • ...success]] rates, and [[stealth]]. Other types of armour, like [[helmet]]s and [[boots]], provide AC with no penalty. ...rent AC value. An AC of 10 will reduce damage by a random number between 0 and 10. This applies to damage that would traditionally ignore armour in other
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  • ...beam attacks. When an attack is resolved, a target's current EV is rolled and compared to the attack's [[to-hit]] roll, factoring in any relevant situati ...ine a character's total EV is complex and factors in many different skills and attributes.
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  • ...s one of a character's three main [[attributes]], along with [[dexterity]] and [[intelligence]]. ...[[shield]]s. This lowers the penalty on [[ev]]asion, spellcasting success, and [[ranged weapon]] attack speed.
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  • ...is one of a character's three main [[attributes]], along with [[strength]] and [[intelligence]]. It is important if you want to have high evasion. ...stat, though strength is often more impactful for heavy armour characters, and intelligence for dedicated spellcasters.
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  • ...is one of a character's three main [[attributes]], along with [[strength]] and [[dexterity]]. Characters who plan on using any of the various schools of m
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  • ...hows your current hit points, while the Y shows your maximum. [[Monster]]s and a wide variety of other effects will all reduce your current HP, but this [ ...any time your character's current HP reaches 0 or lower, you [[death|die]] and your game is over. You can avoid this by resting between battles, quaffing
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  • *By 1 at a time, and affected (and thus blocked) by [[sustain abilities]]: ...ank 1 can generally be kept in check by your natural regeneration; ranks 2 and 3 of this mutation are eventually lethal, however.
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  • {{flavour|You are paralysed, and completely unable to act.}} ...to almost 0, <code>2 + [[Evasion#Base EV|size_factor]]</code> for players, and set to 0 EV for monsters.
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  • ...]]. Your background determines your starting [[skills]], stats, [[items]], and (in the case of religious backgrounds) your [[god]]. ...[[berserk]] ability, while Fighters enter with better-than-average weapon and armour, including a [[shield]]. If you would rather play a mage, try a [[Co
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  • |special = Needs open space to spawn and move}} ...impact, it deals [[evasion|unavoidable]] [[fire]] damage. Foxfires [[fly]] and can [[see invisible]].
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  • ...ighters usually start with a good weapon, a suit of heavy armour, a shield and a potion of might. They have a good general grounding in the arts of fighti [[Hill Orc]], [[Minotaur]], [[Gargoyle]], [[Troll]], [[Armataur]] and [[Formicid]] are the recommended races if you pick a Fighter Background.
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  • ...d weapon of their choice, light armour, headgear and some throwing weapons and nets.}} ...ew [[Throwing]] implements. Fighters start with heavier armour, a buckler, and the skill to use them.
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  • ...only a simple weapon of their choice, a potion of divine ambrosia, a robe, and an orb of light to guide them. However, when they worship a god for the fir [[Hill Orc]], [[Merfolk]], [[Gargoyle]], [[Troll]], [[Demonspawn]] and [[Armataur]] are the recommended races if you pick a Monk Background.
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  • ...missile weapons. A Hunter starts with a shortbow, a scroll of butterflies, and a set of leathers.}} [[Hill Orc]], [[Minotaur]], [[Gnoll]], [[Kobold]], and [[Spriggan]] are the recommended races if you pick a Hunter background.
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  • ...ey start with a dagger, a robe and cloak, poisoned darts, and a few deadly and rare curare darts.}} ...the killing of unsuspecting victims. They start with the tools to silently and quickly take down the living.
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  • ...use of spell magic. They enter the Dungeon with a weapon of their choice, and dressed in animal skins.}} ...ip [[Trog|Trog the Wrathful]]. Like other gods, Trog offers further powers and gifts to those who prove worthy. Berserkers can thus be seen as a kind of h
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  • ...spread corruption and chaos, starting with a simple weapon of their choice and leather armour.}} ...aos. Their purpose is to spread bloodshed and disorder in the [[Dungeon]], and must do so unflaggingly to earn Lugonu's favour.
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  • ...with a lightly enchanted leather armour, a simple weapon of their choice, and one of Xom's choice.}} ...emselves showered with blessings... but their lives are more often painful and short.
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  • ...ath Knight is a fighter who aligns him or herself with the powers of death and worships Yredelemnul the Dark, who will soon grant the ability to re-animat ...ith opposing all things [[holy]], but in return they gain power over death and the [[undead]].
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  • ...re able to persuade monsters to abstain from bloodshed, gaining both piety and experience that way.}} ...followers of [[Elyvilon]] the Healer. Elyvilon's creed is one of pacifism, and her worshipers can actually pacify monsters by healing them. However, they
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  • '''Priests''' are religious devotees of [[Zin]], the ancient and revered God of Law. [[Hill Orc]] Priests instead serve the Orc god [[Beogh] [[Demigod]]s, [[Mummies]], [[Demonspawn]], [[Ghoul]]s, and [[Vampire]]s cannot be Priests. [[Hill Orc]] Priests serve [[Beogh]] instea
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  • ...ormulae are second nature: they can either inspire greatness in themselves and their allies, or fear in the hearts of their enemies.}} [[Halfling]], [[Centaur]], [[Merfolk]], [[Draconian]], and [[Vampire]] are the recommended races if you pick a Skald Background.
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  • ...in unarmed combat, often using transformations to enhance their defensive and offensive capabilities. They also enter the dungeon with a potion of lignif [[Troll]], [[Naga]], [[Merfolk]], [[Draconian]], [[Demigod]], and [[Demonspawn]] are the recommended species if you pick a Transmuter Backgro
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  • ...sin]]s who have studied [[Transmutations]] magic, using alchemical effects and transformations as a means to kill their victims. ...n/[[Transmuter]] hybrids, using [[Fulsome Distillation]] to gather potions and [[Evaporate]] to disable enemies before moving in for the kill. Later, thei
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  • ...cation spells, some dispersal boomerangs, a simple weapon of their choice, and leather armour.}} [[Draconian]], [[Armataur]], [[Spriggan]], and [[Felid]] are the recommended species if you pick a Warper Background.
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  • ...begins with a lightly enchanted dagger, a robe, a potion of invisibility, and a selection of hexes.}} [[Deep Elf]], [[Felid]], [[Kobold]], [[Spriggan]], [[Naga]], and [[Vampire]] are the recommended species if you pick an Enchanter Background
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  • ...spells to support its use, a scroll of poison to keep foes at a distance, and a robe.}} [[Formicid]], [[Deep Elf]], [[Kobold]], [[Spriggan]], and [[Gnoll]] are the recommended species if you pick a Hexslinger Background.
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  • {{flavour|The Conjurer specialises in the violent and destructive magic of conjuration spells. Like Wizards, the Conjurer starts ...magical backgrounds, they begin the game with a great Conjurations skill, and the most Intelligence of any background.
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  • ...in any area 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. [[Human]], [[Deep Elf]], [[Naga]], [[Draconian]], [[Djinni]], and [[Octopode]] are the recommended species if you pick a Hedge Wizard Backgro
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  • ...advanced summoning spells allow summoners to call on such powers as hydras and dragons.}} [[Deep Elf]], [[Hill Orc]], [[Merfolk]], [[Tengu]], [[Vine Stalker]], and [[Vampire]] are the recommended species if you pick a Summoner Background.
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  • [[Hill Orc]], [[Gargoyle]], [[Tengu]], [[Deep Elf]], [[Demigod]], [[Naga]], and [[Djinni]] are the recommended species if you pick a Fire Elementalist Back ==Starting Skills and Stats==
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  • [[Merfolk]], [[Gargoyle]], [[Draconian]], [[Djinni]], [[Demigod]], and [[Barachi]] are the recommended species if you pick an Ice Elementalist Bac ==Starting Skills and Stats==
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  • [[Deep Elf]], [[Spriggan]], [[Gargoyle]], [[Demigod]], [[Ghoul]] and [[Octopode]] are the recommended species if you pick an Earth Elementalist ==Starting Skills and Stats==
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  • [[Deep Elf]], [[Naga]], [[Tengu]], [[Draconian]], [[Djinni]], and [[Vine Stalker]] are the recommended species if you pick an Air Elementalis ==Starting Skills and Stats==
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  • ...s who specialise in the less pleasant side of magic - that involving death and the [[undead]]. [[Hill Orc]], [[Djinni]], [[Demonspawn]], [[Deep Elf]], [[Vampire]], and [[Mummy]] are the recommended species if you pick a Necromancer Background.
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  • ...h out into other schools once they start facing more [[demon]]ic creatures and undead. ...folk]], [[Demonspawn]], [[Djinni]], [[Spriggan]], [[Tengu]], [[Deep Elf]], and [[Naga]] are the recommended species if you pick a Venom Mage Background.
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  • ...er''' is an [[Evocations]] specialist. [[Wands]] are their tool of choice, and they bring a few with them to the [[Dungeon]]. [[Kobold]], [[Spriggan]], [[Draconian]], and [[Demonspawn]] are the recommended species if you pick an Artificer Backgro
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  • ...s of none". They start the game with a random assortment of skills, items, and maybe spells.}} Wanderers start with 1 "good" item set, 2 "decent" item sets, and 1 consumable (50% for a "good consumable"; 50% for a "decent consumable").<
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  • ...rged with smiting evil, and gain power from destroying demons, the undead, and other evil beings. ...opponent is evil. Of course, you may deem [[the Shining One]]'s protection and gifts to be more than worth all this restraint.
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  • ...in melee is insufficient. They start with a simple weapon of their choice and leather armour.}} [[Gnoll]], [[Tengu]], [[Barachi]], [[Demonspawn]], [[Draconian]], and [[Hill Orc]] are the recommended species if you pick a Reaver Background.
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  • ...magic. They start with similar equipment to [[Assassin]]s, but no blowgun, and require delicate tactics to survive the early game. As they are a challenge ...ort sword]], 20 +0 [[dart]]s, +0 [[robe]], +0 [[cloak]], [[bread ration]], and 100 [[gold]], before racial variation.
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  • ...have become unusually attracted to the Dungeon, establishing tribes around and even inside of it. Unfortunately their long stay in the Dungeon has exposed Gnolls have a base [[Strength]] of 7, [[Intelligence]] of 7 and [[Dexterity]] of 7 (before Background modifiers).
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  • ...ou to play using widely different play styles, depending on your character and god choice. The wide variety of choices offered might intimidate or even ov ...Find a big weapon and the heaviest armour, worship [[Okawaru]] or [[Trog]] and beat things to death.
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  • The '''Armour''' skill improves the effectiveness of your armour and reduces most of the penalties associated with the more cumbersome varieties [[Felid]]s, [[Draconian]]s and [[Octopodes]] cannot train Armour due to their body restrictions.
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  • ...In particular, the elemental (and poison) skills add "Magic" to the name; and most of the other skill names are plural, while most of the school names ar
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  • ...rosive Bolt''' launches a piercing bolt of [[acid]] that does heavy damage and causes [[corrosion]]. It is largely used by monsters, though players may ca
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  • ...]] effects on anything that stays inside. On impact, it deals minor damage and causes a chaotic effect. It is subject to a [[Breath]] cooldown.
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  • {{Flavour|Fires a volley of barbs at the target, skewering them and making movement painful.}} '''Throw Barbs''' is a monster-only [[spell]] that deals moderate damage and inflicts the [[Barbs]] status, which deals damage every time the target mov
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  • ...ll, and the second cast paralyses you. The charge cannot be [[dispel]]led, and won't fade away over time, not even if you leave the floor.
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  • ...ve believes in the supremacy of devices, magical or otherwise, over spells and other forms of magic. Followers, although cut off from ambient magical powe Followers of Pakellas do not regenerate their magic power naturally, and are forbidden from using external means to do so; instead, they are granted
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  • {{flavour|An amulet which exerts a force that blocks some incoming attacks, and can even reflect any blocked ranged attacks back towards the attacker.}} Wearing an [[amulet of reflection]] provides 5 [[SH]] and the [[reflection]] ego. When projectiles (either ranged weapons or certain
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  • *For turn-count [[speedrun]]s and [[high score]] runs that rely on spells, MP regen is often the best amulet
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  • ...vour|Fighting skill increases your accuracy and damage in physical combat, and also increases your maximum health.}} ...ng''' is a generic combat skill. In addition to providing bonuses to melee and ranged combat, it increases your maximum [[hit points]].
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  • ...increases your [[armour class]] (AC), which defends against melee, ranged, and most magical attacks. It can also have [[ego]]s, which provide further bene ...but not eliminated, by [[strength]] and [[Armour skill]]. Only body armour and [[shield]]s have encumbrance penalties; all other armour can be worn at no
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  • ...also left behind when enemies are slain by [[Glaciate]] (these don't turn into simulacra). *Prior to [[0.27]], players could create them with [[Absolute Zero]] (and Glaciate, prior to its removal from players).
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  • ...k cannot be dodged, however, such as enchantments (which must be resisted) and explosions.}} ...[Dodging]] skill determines how well your character can avoid blows, beams and missiles fired by monsters.
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  • ...en. Every '+' is 50 stealth, every '*' is 100 stealth, '#' is 150 stealth, and '!' is 200 stealth. *If the player is [[invisible]] and the monster can't see invisible: -75
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  • ...lf properly. These attacks deal significantly more damage, ignoring [[EV]] and [[SH]]. For a dedicated character, stabs can end combat in a single blow. *[[Blind]] (or if the player is [[invisible]] and unseen)
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  • ...nd decreases the penalties to your [[EV]], [[spell success|spellcasting]], and [[attack speed]]. At 27 skill, all penalties will be removed.
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  • ...door]]s. Higher skill let you disarm traps with a better chance of success and detect traps before stepping on them. Most players would want to eventually ...oved entirely. Instead, traps are detected based on your experience level, and secret doors are no more.
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  • ...d [[Armataur]]s start with this mutation.<br>[[Draconian]]s, [[octopode]]s and [[felid]]s cannot gain this mutation as they cannot wear body armour.
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  • '''Species notes:''' [[Oni]] and [[troll]]s start at rank 1.
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  • ...l in the game, that now use the [[Ranged Weapons]] skill, see [[shortbow]] and [[longbow]].'' ...w]]s. See the [[weapon#Ranged weapons|weapon]] page for a list of all bows and their properties.
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  • ...fire [[bolt]]s and are slower than [[bows]], but tend to be more accurate and hit harder early on. *The Crossbows skill was merged into [[Ranged Weapons]] in 0.29.
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  • ...seeks to encroach on it. Dithmenos therefore rewards those who wield death and destruction while gradually consuming them with darkness. ...s of Dithmenos will find their own shadow will begin to attack on its own, and eventually gain the ability to assume the form of a shadow themself.
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  • The '''Slings''' skill governs how good your character is at firing stones and sling bullets using a [[hunting sling]] or [[fustibalus]]. It [[crosstrain] *The Slings skill was merged into [[Ranged Weapons]] in [[0.29]].
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  • The [[Throwing]] skill denotes how accurate and powerful your character is with thrown weapons. ...i.e., be destroyed - when thrown. When this happens, boomerangs, javelins, and large rocks will deal +33% damage. Javelins that mulch will not penetrate.
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  • Refers to the ability of players to memorize and cast spells. See: ...' are actually implemented as spells in ''Crawl''. The following articles and categories provide useful info:
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  • ...e|tentacles]], and other forelimbs. It increases the damage, [[accuracy]], and [[attack speed|speed]] of your unarmed attacks. It does not boost [[auxilia ...es. However, training Unarmed Combat gives a special bonus to base damage, and can benefit from [[talisman]] forms.
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  • ...ss of their magical staves. It [[crosstrain]]s with the [[Polearms]] skill and the [[Maces & Flails]] skill. ...e a certain school of [[spell]]s and deal bonus damage based on Evocations and the relevant skill. Some also offer a resistance.
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  • ...m to attack from 2 tiles away. It [[cross-train]]s with the [[Axes]] skill and the [[Staves]] skill. You may reach with a polearm by pressing '''v''', and any form of [[tab|autofight]] ('''Tab''') will do it for you.
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  • ...the most damaging in the game. It [[crosstrain]]s with the [[Axes]] skill and the [[Staves]] skill. ...ks. They don't have the reaching of a [[Polearm]], cleaving of an [[Axe]], and scale with [[strength]] (as opposed to [[Long Blades]]). To compensate, the
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  • ...le adjacent monsters. It [[crosstrain]]s with the [[Maces & Flails]] skill and the [[Polearms]] skill.
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  • The [[Long Blades]] skill that governs your proficiency with [[long sword]]s and other such blades. These weapons deal moderate-to-high damage, depending on ...[[0.16]], [[bastard sword]]s and [[claymore]]s were renamed back to double and triple swords. [[Blessed weapon]]s were removed.
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  • ...ns have the lowest base damage in the game, you can attack fast with them, and they do obscene amounts of damage when used for [[stabbing]]. This skill [[ ...ab things. [[Hexes]] are the most obvious means to do so. Both [[Uskayaw]] and [[Gozag]] offer ways to stab things, even [[orbs of fire]].
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  • ...age, making them suitable for dealing with any threat. Weapons are divided into two main categories: ...edness|hands]] to use, which restricts the use of a [[shield]]. Both skill and strength are multipliers to a weapon's base damage.
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  • ...reases your max [[MP]]. It also has a minor effect on your [[spell power]] and [[spell success]] rate (equivalent to having 1/4 of a level in every other ...r MP bonus from Spellcasting; they only benefit from the increase to power and success rate.
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  • ...character is at beseeching a [[God|deity]] for help. It improves the power and/or success rate of most god-given powers. (For some gods, piety also has th ...so increases your maximum [[MP]], but does not stack with [[Spellcasting]] and is only half as effective.
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  • *Increases the success rate of [[Invisibility_(ego)|scarves of invisibility]] and [[artefact]]s with evocable abilities (invisibility, [[blink]]ing). ...Evocations, they are given skill equal to [[HD]] if they are intelligent, and have no skill otherwise. When monsters attempt to use evocable invisibility
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  • ...magical disciplines. Starting skill levels depend on character [[species]] and [[background]]. As characters earn [[experience]], the XP is spread across Skills can be divided into three categories:
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  • '''Air Magic''' skill determines how easily you can use spells involving air and electricity. *[[0.30]] Added [[Arcjolt]] and [[Plasma Beam]], removed [[Lightning Bolt]]
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  • **[[Song of Slaying]] was renamed to [[Wereblood]] and moved to [[Transmutations]]. ...ounds]] and [[Iskenderun's Battlesphere]] had their Charms aspect removed, and were altered in the process. [[Death's Door]] became a level 9 pure Necroma
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  • ...added several new spells: [[Foxfire]], [[Dazzling Flash]], [[Hailstorm]], and [[Starburst]]. *[[0.13]] Introduced [[Searing Ray]] and boosted [[Force Lance]] from level 2 to level 5 with a corresponding increa
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  • ...ermines how easily you can use spells that shape or use earth, stone, iron and other such materials.
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  • *[[0.30]] added [[Plasma Beam]] and [[Volatile Blastmotes]], removed [[Conjure Flame]]. *[[0.28]] added [[Scorch]] and [[Flame Wave]].
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  • '''Hexes''' are spells that affect things and monsters (usually negatively). They mostly ignore dealing direct damage in *[[0.28]] Added [[Enfeeble]] and [[Anguish]]. [[Invisibility]] now monster only.
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  • ...''' skill determines how easily you can cast spells that employ ice, cold, and frost. ...a, or both. In this way, the school strikes a good balance between offense and defense. Ice-based spells are generally resistible with [[cold resistance]]
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  • ...o the power of Necromancy spells, as do [[mummies]] upon reaching levels 3 and 13. ...fensive and defensive spell options. It contains a very diverse spell set, and is a useful school of magic to study.
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  • ...oned monsters]] are very similar to regular monsters, though are temporary and unable to follow you through stairs. ...dritch tentacle]]s, which can be created with the [[Malign Gateway]] spell and cannot be abjured.
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  • ...powerful spells require significant training to acquire, even its level 1 and 2 spells can be extremely useful, making it a popular school for otherwise ...Book of Displacement,Book of Spatial Translocations,Book of the Warp,There-And-Back Book}}
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  • ...d occasionally vulnerabilities), but practitioners also gain a few utility and debilitative spells as well, particularly if they are also skilled in [[Ear ...ved in [[0.31]]. The form-changing spells were reworked into [[talisman]]s and the other spells were merged with [[Poison Magic]] to create [[Alchemy]].
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  • ...the will of [[the Shining One]]. They always bear a [[holy wrath]] brand, and always have slightly better base stats than their non-blessed counterparts. ...ssed''' blades, that is, [[Long Blades]] that have slightly enhanced stats and a holy wrath brand. Blessed [[demon blade]]s are called [[eudemon blade]]s.
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  • ...ver, when all the dust clears and the parade of short swords, demon whips, and clubs has passed by, weapons have a few main properties: *Accuracy & Skill: How often you hit, and relatedly, how fast your [[species]] can learn to use the weapon type effec
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  • ...a ''+9'' broad axe ''of flaming'', the "of flaming" is the weapon's brand (and the "+9" is the [[enchant]]ment level). In general, brands are harder to ch ...one brand. However, some [[unrand]]s, such as [[Maxwell's Thermic Engine]] and the [[storm bow]], have multiple.
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  • ...lists the base and minimum delays of all melee and ranged weapons weapons and the skill level required to reach this minimum. ...ys of 5, 6, or 7 aut. The minimum delay is the smaller of (base delay / 2) and 7, with a few exceptions:
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  • {{crawlquote|This weapon falls into the [[Polearms]] category. It is a one handed weapon.}} ...od starting weapons. They require little skill to reach [[minimum delay]], and as a Polearm, they can [[reach]] up to 2 tiles away.
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  • "And Diarmid oh, Diarmid he perished in the strife;<br> {{crawlquote|This weapon falls into the [[Polearms]] category. It is a two handed weapon.}}
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  • {{flavour|A fishing spear improved with a longer shaft and a three-pronged metal head. ...afted trident, called a waster, is much practised at the mouth of the Esk, and in the other salmon rivers of Scotland."<br>
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  • ...em in their fight, becauſe in any weapon wherin the hands may be remoued, and at libertie, to make the weapon lõger or ſhorter in fight at his pleaſur {{crawlquote|This weapon falls into the '[[Polearms]]' category. It is a two handed weapon.}}
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  • ...th a single layer of temporary rock walls. This layer may not be complete, and the duration is calculated by: <code>10 + power/20 + 1d(power/4) – 1</cod The entombment effect iterates and checks each adjacent tile surrounding the player. If the following are foun
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  • {{crawlquote|This weapon falls into the '[[Polearms]]' category. It is a two handed weapon.}} ...ailable. Unfortunately, they are rare weapons, require two hands to wield, and a whopping 24 Polearms skill to reach minimum delay.
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  • {{flavour|A terrible three-pronged weapon, moulded by fire and brimstone.}} {{crawlquote|This weapon falls into the '[[Polearms]]' category. It is a one-handed weapon.}}
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  • ...s big hands. Then, whistling, he took it out to the ripe and waiting field and did the work. He thought himself a little mad. Hell, it was an ordinary-eno {{crawlquote|This weapon falls into the [[Polearms]] category. It is a two handed weapon.}}
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  • ...ger than the [[demon trident]] it was formed from. Like [[eudemon blade]]s and [[sacred scourge]]s, it always has the [[holy wrath]] brand. ...ula through [[the Shining One]]'s 6* ability. You can turn a trishula back into a demon trident by using [[Kikubaaqudgha]]'s or [[Lugonu]]'s final ability
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  • *In [[0.15]], [[sling (item)|slings]] were renamed to [[hunting sling]]s and [[greatsling]]s were added as a new weapon.
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  • ...fears -<br>Whose Coat of elemental Brown<br>A passing Universe put on,<br>And independent as the Sun<br>Associates or glows alone,<br>Fulfilling absolute ...ll throw a stone. Stones let you deal some extra damage against [[adder]]s and other melee enemies.
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  • ...sembles a fireplace poker with a short, stout handle, and a bluntish spike and hook for communicating one's desires through the pachyderm's thick skin. Cu ...n falls into the '[[Maces & Flails]]' category. It is a one handed weapon, and it is better for the strong.}}
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  • ...mitive weapons, bashing someone's skull in with one remains a very popular and effective means of dispute resolution. ...not have gotten behind me, and if I had yelled and blustered, as Pankhurst and the similar dishonest lunatics desired, I would not have had ten votes.”
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  • {{crawlquote|This weapon falls into the '[[Maces & Flails]]' category. It is a two handed weapon.}} ...l. Either way, it requires two hands to wield (or all four, for Formicids) and very high skill to swing quickly.
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  • Inflamd with scornefull wrath and high disdaine,<br> And lifting up his dreadful club on height,<br>
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  • And his intrils fell on the groun',<br> And his intrils fell on the groun'."
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  • “Even after forcing their way, with great effort and loss, through this double<br> hit, and when they did so, the flail crashed through brazen helmet, skull and<br>
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  • ...n falls into the '[[Maces & Flails]]' category. It is a one handed weapon, and it is better for the strong.}}
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  • {{flavour|The opposite of a morningstar. A balanced mace with a long shaft and a metal head covered in lethal spikes. -T. M. Allison, “The Flail and Kindred Tools (from a historical and literary standpoint)”, _Archaeologia Aeliana_, Third Series, vol. IV. 190
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  • ...one named Feridoun, who shall inherit thy throne and reverse thy fortunes, and strike thee down with a cow-headed mace." {{crawlquote|This weapon falls into the [[Maces & Flails]] category. It is a two handed weapon.}}
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  • {{crawlquote|This weapon falls into the '[[Maces & Flails]]' category. It is a one handed weapon.}} ..., even at low skill, and are easy to find off [[kobold (monster)|kobolds]] and other early humanoids.
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  • “With a terrible cry the Balrog fell forward, and its shadow plunged down and<br> vanished. But even as it fell it swung its whip, and the thongs lashed and<br>
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  • {{flavour|A blessed weapon, woven by the saints in Heaven and hated by the unholy. It is a favoured weapon of the Shining One's servants. {{crawlquote|This weapon falls into the [[Maces & Flails]] category. It is a one handed weapon.}}
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  • Drove in through helm and head the spiked mace;<br> {{crawlquote|This weapon falls into the [[Maces & Flails]] category. It is a one handed weapon.}}
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  • {{crawlquote|This weapon falls into the [[Maces & Flails]] category. It is a one handed weapon.}} ..., but stronger than a [[hand axe]]. Maces & Flails scale with [[strength]] and have good single-target damage, making them good for characters planning to
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  • {{flavour|A spiked flail with longer spikes and a heavier head. -Tale of Chivalry; or, Perils by Flood and Field_. 1830.}}
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  • ...r|A fearsome weapon covered in dried blood and crude engravings of torture and death, bearing an enormous axehead.}} {{crawlquote|This weapon falls into the [[Axes]] category. It is a two handed weapon.}}
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  • -Sir Arthur John Evans, "Mycenean tree and pillar cult and its Mediterranean relations," _Journal of Hellenic Studies_ XXI, p. 109. 19 {{crawlquote|This weapon falls into the [[Axes]] category. It is a two handed weapon.}}
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  • {{flavour|An axe with langets, spikes, a lengthed haft and a single-bladed crescent head. Wooded flesh and metal bone! limb only one, and lip only one!<br>
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  • "'God speed the kiss,' said Max, and Katie sigh'd,<br>With pray'rful palms close seal'd, 'God speed the axe!'" ...lcolm's Katie: A Love Story", Part I, _Old Spookses' Pass, Malcolm's Katie and Other Poems_. 1884.}}
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  • {{flavour|A military axe with a long haft and a single-bladed head.}} {{crawlquote|This weapon falls into the [[Axes]] category. It is a one handed weapon.}}
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  • {{crawlquote|This weapon falls into the [[Long Blades]] category. It is a one handed weapon.}} Unlike the [[demon blade]], the double sword is two-handed for [[Kobold]]s and [[Spriggan]]s.
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  • {{crawlquote|This weapon falls into the [[Long Blades]] category. It is a one handed weapon.}} ...ne]] can convert a demon blade into a [[eudemon blade]], with better stats and the [[holy wrath]] brand. You can reverse the process with [[Kikubaaqudgha]
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  • {{flavour|A sword with a very long, heavy blade and a long handle. {{crawlquote|This weapon falls into the '[[Long Blades]]' category. It is a two handed weapon.}}
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  • {{flavour|A very rare and extremely effective imported weapon, featuring a long single-edged blade.}} ...ith one hand, or more effectively with two (i.e. when not using a shield), and it is better for the dexterous.}}
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  • ...h my good biting falchion<br>I would have made them skip; I am old now,<br>And these same crosses spoil me." {{crawlquote|This weapon falls into the [[Long Blades]] category. It is a one handed weapon.}}
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  • ...her head at the neck so that it only hung by the skin. The mare fell dead, and if his mounted comrades had not come to Moron's rescue, he would probably h {{crawlquote|This weapon falls into the [[Long Blades]] category. It is a one handed weapon.}}
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  • ...rpses'''" flag denotes that monster can pick up [[corpse]]s from the floor and eat them. [[Undead]] monsters will be healed in the process.
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  • ...ry; there were scimitars from Nishapur, in whose frozen crescents the wind and violence of battle seemed to be living on." {{crawlquote|This weapon falls into the [[Long Blades]] category. It is a one handed weapon.}}
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  • ...d by a good spirit. It is a favoured weapon of the Shining One's servants, and cannot be wielded by the forces of evil. {{crawlquote|This weapon falls into the '[[Long Blades]]' category. It is a one handed weapon.}}
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  • {{crawlquote|This weapon falls into the '[[Short Blades]]' category. It is a one handed weapon.}} ...boost. A skilled stabber with a good dagger can one-shot sleeping dragons and giants with ease.
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  • ...explict stabbing bonuses. On the other hand, the knife weighs a mere 1 aum and is much less likely to be cursed than other random short blades found on th
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  • ...pon falls into the '[[Short Blades]]' category. It is a one handed weapon, and it is better for the dexterous.}} ...ith a high [[slaying]] bonus). Sabres are fairly uncommon, but some early- and mid-game monsters wield them (such as the deep elves of the [[Elven Halls]]
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  • {{crawlquote|This weapon falls into the '[[Short Blades]]' category. It is a one handed weapon.}} ...e with any other weapon, so factors like [[brand]], [[auxiliary attack]]s, and [[AC]] can activate twice.
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  • {{crawlquote|This weapon falls into the '[[Short Blades]]' category. It is a one handed weapon.}} ...sword as a choice of weapon, and early monsters (such as kobolds, goblins and orcs) often wield them.
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  • {{flavour|A very rare and extremely effective weapon, featuring a pole with half-moon blades at both {{crawlquote|This weapon falls into the '[[Staves]]' category. It is a two handed weapon.}}
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  • {{crawlquote|This weapon falls into the '[[Staves]]' category. It is a two handed weapon.}} ...eapons available in the early game, due to its excellent accuracy, damage, and speed. However, quarterstaves require both hands, which means sacrificing t
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  • ...almost useless weapon, but magical staves have extra bonuses to both melee and spellcasting.
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  • '''Longbows''' are an upgrade over [[shortbow]]s and [[orcbow]]s, dealing more damage. They fire faster than [[arbalest]]s. Of course, a [[triple crossbow]] is more powerful, but it's rarer and requires more skill to reach mindelay.
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  • ...ce of wood and string, for shooting arrows. It does good damage in combat, and a skilled user can use it to great effect. {{crawlquote|This weapon falls into the '[[Bows]]' category. It uses [[arrow]]s as ammunition. Note that while
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  • ...increasing the [[spell success]] rate, as this reduces both the frequency and intensity of miscasts. Additionally, miscasts from some schools of magic pr ...shows the full list of possible miscast effects, including maximum damage and damage types.
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  • ...ve sufficient [[MP]], are skilled enough in the spell's [[magic school]]s, and not under a few [[status effect]]s. Spells are learned from the [[spell mem ...spell levels; they could learn four level 5 spells, or two level 9 spells and one level 2 spell.
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  • {{flavour|Conjures a torrent of water that may knock back the target, and creates a pool of shallow water for a short duration.}} ...[[shallow water]] (if it isn't already). Fortunately, it cannot knock you into [[deep water]].
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  • ...team resistance]] or [[fire resistance]] reduces the impact damage by 66%, and gives immunity to steam clouds' damage.
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  • Death's Door lasts for 16-[[27]] turns; duration depends on spell power and is randomized. After it runs out, it gives you the -DDoor status for 1-3 tu [[Undead]] characters, including Alive [[Vampire]]s and those in [[Death Form]], are unable to use Death's Door. Conversely, you ar
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  • ...oses at most one turn, which is the same time you spent casting the spell, and it may lose no turns if one of its summons takes care of your distraction. ...damages nearby enemies. [[Durable summon]]s are immune to both abjuration and this spell.
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  • ...[[0.31]], Agony was a level 5 [[Necromancy]] spell that player could cast, and it only had a range of 1. Most monsters had '''Agony Range''', which is ide
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  • ...a level 4 [[Air Magic]] spell which hits a single enemy, dealing moderate and irresistible wind damage. The spell uses [[smite-targeting]], able to targe *If there's little/no open space around the opponent, Shock and Static Discharge will be more efficient to cast.
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  • *It affects everything in [[LOS]]. Intoxication has better range, and can affect multiple enemies that are spread out. ...confuse or int-drain the player instead of causing vertigo. Also, mummies and [[lichform]] characters were unable to cast this spell.
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  • ...s body, leaving the caster in a weakened state (though it was not fatal in and of itself). It may fail to affect those who are already heavily mutated.}} ...e [[Temple]], cast it, cast [[Necromutation]] (so you don't starve), rest, and repeat, until you get a decent mutation set.
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  • Animate Dead and [[Death Channel]] may work on the same target simultaneously, but not any o This spell does not work with [[Gozag]] (who turns corpses into gold), [[Yredelemnul]] (who reaps for you), or [[Okawaru]] (who forbids all
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  • ...ior to [[Animate Dead]], since the latter can produce stronger [[zombie]]s and attempts to animate everything in sight. Necromancers, especially worshiper ...ock LOS against ranged attackers, enable distraction stabs, aid in escape, and generally take some attention off the player).
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  • ...walls, and other solid features do. It can pull items past [[deep water]] and [[lava]], but if the item would fall in, this spell fails (wasting a turn). ...g the Orb - even if you don't pick it up - will create a massive [[noise]] and immediately begin the [[orb run]].
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  • ...s [[wall]]s and certain monsters to spew shrapnel, damaging nearby enemies and the target itself, if it is a monster. ...ally any solid [[wall]] within [[LOS]], as well as [[door]]s, [[statue]]s, and empty archways (such as those left behind by a closed [[portal]]). LRD cann
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  • While transformed, any equipped weapons are melded, and casting spells becomes somewhat more difficult.}} * '''[[Transformation#Useful Info|Melded Gear]]:''' [[Weapon]], [[shield]], and [[gloves]]. [[Claws]] are also melded.
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  • [[Hedge Wizard]]s and [[Warper]]s begin with the spell in their libraries. ...tiles would be impassible to you. E.g. [[amphibious]] players can be sent into deep water, [[flying]] players can be sent to either tile.
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  • ...s often considered worse than [[Bolt of Fire]], due to its inferior range, and the fact that cold resistant monsters were generally more common ([[undead]
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  • ...y creatures in its path. For players, energy resistance reduces the damage and draining dealt by this spell by 50% (rN+), 75% (rN++), or 100% (rN+++). Dra
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  • ...re Magic, bolts of fire that pass through [[water]] will create [[steam]], and are negated by [[freezing vapour|freezing clouds]].
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  • {{Flavour|Summons and binds a powerful dragon to perform the caster's bidding. At high power it m '''Summon Dragon''' summons a dragon. Dragon type depends on power and random chance, with two fire or ice dragons possible at high power<ref>{{so
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  • ...pires, the user will be briefly slowed and occasionally may even pass out, and will be unable to berserk again for a short time.}} ...nly spell that causes the caster to go [[berserk]], increasing their speed and damage output for the duration.
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  • ...energy conjured into existence. Unfortunately, it is very difficult to aim and very rarely hits anything. Pity, that.}} ...s its potency. It deals severe irresistible damage to anything it strikes, and has a range almost equal to your [[line of sight]] that is unaffected by th
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  • ...g it while under the effect of [[Death's Door]] works, but ends the status and [[paralysis|paralyses]] you for 2-5 turns. ([[Formicid]]s are still immune As a level 8 spell, it's expensive to train. If you aren't already invested into Necromancy, then Revivification is usually too expensive for a 3 rune game.
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  • ...avoidable cold damage (1d11 at max [[spell power]]) to an adjacent target, and may [[slow]] [[Cold_blooded|cold-blooded]] enemies. It also ignores [[AC]], ...for taking out [[out-of-depth]] cold-blooded monsters, such as [[adder]]s and [[bullfrog]]s. Its also useful against highly evasive enemies (such as [[ki
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  • ...an undead body, such as a vulnerability to holy damage and Dispel Undead, and an inability to consume potions. You’re dead and outta this world<br>
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  • ...g]] skill. These are permanent, but can be overridden by a temporary form, and manually ended at will. ...manually. However, they can be ended early by a [[potion of cancellation]] and [[Quicksilver Bolt]] (the latter leaves 1 turn left on the duration).
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  • ...e within 3 squares of any previous target, that 1. hasn't been hit before, and 2. is in [[LOS]]. This continues until there are no valid targets. ...arcs' worth from range 5 to 7. Half of the spell's damage is irresistible, and only half of the target's AC applies.
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  • ...e of sight]]. The space must be somewhere visible, not deep water or lava, and cannot be behind a translucent wall. ...spell for [[extended]]. Keep in mind that [[Passage of Golubria]] exists, and with a bit of pre-planning, can be used to a similar effect. The benefit of
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  • ...will heal it for <code>5 + power/5</code> to <code>9 + power/5</code> HP, and cause it make a [[cleaving]] attack immediately (in addition to its regular *If the inugami dies, you can use other summoning spells and/or [[kiting]] to stall out time.
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  • [[Hedge Wizard]]s and [[Summoner]]s start with this spell in their spell library. Imps are cheap to create, and they can help deal with many early game fights. Thanks to their [[polearm]]
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  • {{Flavour|This spell transforms one creature into a pulsating mass of flesh. Works on natural monsters only.}} ...ack. The spell requires a clear line of fire, checks [[magic resistance]], and only works on [[natural]] monsters.
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  • ...ell, not on the Shields skill. The disc is controlled by the caster's mind and thus will not conflict with the wielding of a two-handed weapon.}} ...shield, but it does stack with the SH-boosting effects of a [[Helm card]] and [[the Shining One]]'s Divine Shield ability. Condensation Shield's effects
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  • ...eatures native to the caster's current location, weaving them from shadows and threads of Abyssal matter.}} ...ally generated with equipment are given summoned versions of their weapons and armour which disappear with them.
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  • ...provide a low-level yet very powerful offensive spell. The use of a large and heavy skeleton (by wielding it) amplifies this spell's effect.}} ...3 [[Necromancy]] spell which turned a wielded skeleton (two-handed weapon) into a blast of fragmented shards. Damage dealt increased with skeleton weight,
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  • ...e animals permanently. Most amenable animals are various dogs, frogs, rats and bats that do not live too long in the dangerous dungeons. Only a few, like ..., war dogs, and ([[hill orc]]s only) on wargs. It checked [[MR]] for each, and charmed it if successful, creating a temporary thrall unless your spell pow
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  • ...ated as a [[dancing weapon]]. The weapon will only target its former owner and quickly expires after their wielder has been killed, though it may attack o The weapon's strength is determined by both the caster's [[spell power]] and the weapon's base stats, while the duration of the effect is dependent enti
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  • ...spawns in a random location in [[LOS]] that's 1. on floor or shallow water and 2. not adjacent to any walls. The tentacle can extend up to 4 tiles from th ...rce ref|0.30.0|timed-effects.cc|900}}</ref> or until the gateway is closed and tentacle severed. There is a small chance that a tentacle will grow enraged
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  • ...e]]), with a maximum radius of 5. The liquefied area moves with the caster and affects any dungeon feature with a solid floor. The duration is <code>9 + 2 Liquefied ground causes an extra movement delay of 3 for the user and 6 for monsters. A monster's melee attacks are fumbled just like in [[shallo
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  • When Ensorcelled Hibernation is cast and passes a [[willpower]] check, the targeted monster goes to [[sleep]]. Like ...led Hibernation can't affect [[cold resistance|cold-resistant]] creatures, and it also won't work on the [[undead]], [[nonliving]], [[plant]]s, or [[berse
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  • ...However, damage reduction from enemy AC is applied thrice instead of once, and the slow firing means that enemies will often get more attacks in. [[Miscas ...ne Arrow's damage/turn becomes more noticeable than Sandblast's damage/MP, and the former is not heavily reduced by AC.
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  • ...als fair and irresistible damage all throughout the [[Dungeon]], [[Lair]], and [[Orcish Mines]].
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  • ...h'' easier to escape. But it isn't perfect. Monsters may step in a portal, and sometimes either the entry or destination portal won't be in a great locati ...ring a dangerous fight. That way, you don't waste time casting mid-battle, and know the destination before things get dangerous.
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  • [[Hedge Wizard]]s and [[Conjurer]]s begin with this spell memorized. ...rt deals less damage than other level 1 spells, but it has excellent range and can't miss. It can get you by the first floor or two. Since it has full [[L
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  • ...the dungeon. They're equipped with a wide variety of magical escape tools, and are well advised to use them to travel to earlier dungeon floors as quickly [[Gnoll]], [[Felid]], [[Spriggan]], [[Kobold]], and [[Vampire]] are the recommended species if you pick a Delver Background.
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  • ...e body is immune to poison and miasma, and gains resistance to electricity and negative energy. High power increases the armour granted by this form. While transformed, any equipped body armour, gloves and boots are melded.}}
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  • {{flavour|Transforms a number of arrows in inventory into short-lived snakes, creating more dangerous snakes with higher power.}} ...Transmutations|Transmutation]] spell which turns [[arrow]]s from inventory into [[list of snakes|snakes]].
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  • “If I must die, I will encounter darkness as a bride,<br/>And hug it in my arms.”<br/>-William Shakespeare, “Measure for Measure”}} ...his reduces LOS by two tiles. The effect stacks with the [[Robe of Night]] and the [[demonspawn]] [[Demonspawn_mutations#Nightstalker|nightstalker]] mutat
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  • [[Slow]] is a [[status effect]] and a level 1 [[Hexes]] spell that makes the target slower. ...error. This can seriously reduce the damage output of affected creatures, and it is much easier to escape slowed pursurers (but much harder to escape whe
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  • ...e to a Beatles song of the same name about a college student with a hammer and his ensuing killing spree.
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  • {{flavour|Induces a state of bewilderment and confusion in a creature's mind.}} ...n]] in a single target from a distance. It requires a clear line of effect and must overcome the target's [[willpower]].
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  • .... By the time they come of age, they are inseparable from their creations, and experienced individuals often further customize themselves with uniquely po Haphazard and jerry-rigged, Coglin exoskeletons lack the flexibility of natural bodies. T
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  • {{flavour|This spell extracts the vile and poisonous essences from a corpse. You probably don't want to drink the resu [[Fulsome Distillation]] extracts essences from a corpse into a potion. The potions produced are mostly used as ammunition for [[Evaporat
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  • ...point that it explodes when thrown. The resultant steam is then transmuted into a large cloud, the type of which varies from potion to potion. Of course, t ...] spell allows the caster to throw a magically heated potion that explodes into a cloud of up to 3x3 squares. The exact effect produced depends entirely on
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  • ...e a creature. This glow offsets the dark, musty atmosphere of the dungeon, and makes the affected creature appreciably easier to hit.}} ...(also known as "'''glowing'''" or "'''backlit'''") is a [[status effect]] and monster-only spell which causes the target to glow with an aura of light.
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  • ...er, it has a high [[MP]] cost, very short range, can be blocked or evaded, and relatively low MP efficiency. When fighting a group of monsters, save it fo ...is useful if you want to kill enemies faster, and/or if you have spare XP and spell levels to burn. In addition, you might want LCS if you are also using
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  • {{flavour|Hurls a large and heavy metal shot.}} ...le to players. It functioned similarly to [[Bombard]], but did more damage and did not knock the player back.
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  • ...available; this is rarely a problem for earth and air, but may be for fire and water. The elemental will usually be friendly to casters - especially those ...tents of the tile you attempt to summon it from. While only the Summonings and [[Spellcasting]] skills are necessary to cast the spell, the friendliness o
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  • ...damage than [[Starburst]], Fireball always hits, can be fired an an angle, and has a lower spell level (thus, a lower MP cost). Since this spell ignores E : When fighting a single foe, aiming at a tile ''diagonal and behind'' the opponent will prevent you from being hit. See below for a diag
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  • '''Haste''' is a status and a monster-only spell that increases the speed of all actions. ...sted]] entities have their actions take 2/3rds as long. This makes players and monsters alike significantly more dangerous, as acting more often makes the
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  • Targets a creature, and up to two hostile creatures adjacent to any previous target (randomly chose ...ill gain the Petrifying status, which [[slow]]s them down, reduces [[EV]], and makes monsters vulnerable to low-tier [[stab]]s. They will turn to stone ('
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  • ...another cloud will be safe from Freezing Cloud (unless they willingly step into it). ...is smite-targeted, meaning you can use clouds to snipe pesky [[boggart]]s and the like.
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  • ...ll. It has a higher to-hit chance than the level 2 spell [[Throw Flame]], and comparable damage until high spellpower. Its maximum spellpower is 25 for damage and accuracy, and 40 for range.
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  • [[Fire Elementalist]]s and [[Hedge Wizard]]s start with this spell. ...l run right on through. If there is no other efficient path, [[HD|strong]] and [[fire resistance|fire-resistant]] monsters will go through anyways. Damage
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  • ...t also causes the target to become [[backlit]], making them easier to hit, and revealing [[invisible]] creatures. A moderately strong damage spell, good for those who don't mind getting into melee range. You can open a fight with Sticky Flame, then use [[Flame Wave]
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