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  • .... Since there is so much to find, we need your help to maintain this site. If you find something interesting that's missing, spot an error, or just want
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  • *Prior to [[0.30]], this mutation reduced shield penalties as if you were [[size|large]].
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  • The 'split' of XP remains the same even if you lose a skill (such as [[Ru]] sacrifice).
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  • ...errible undead corpse that draws vitality from slain foes. Has manageable (if below-average) aptitudes for magic and is fairly skilled with its claws. The following species were added/removed in the given versions. If not otherwise specified, a species was present in the first version of DCSS
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  • ...'re almost guaranteed to chance across at least a few incredibly powerful, if ill-suited, items -- can be a useful asset. ...e either to commit to Maces & Flails, or swap to something else you found. If you find nothing amazing, you can rely on your [[background]]. Watch out fo
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  • ...harm the user or their allies. All explosions are created instantly; even if an enemy would die from an explosion, it still creates an explosion.
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  • ...urce of electricity resistance handy; a [[potion of resistance]] will work if you have no other options. She can't deal any electrical damage as a dracon ...e reluctant to enter her ring of storm clouds, but they could cause issues if they can find a way around to you before timing out.
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  • **If they obtain [[spirit shield]], Deep Dwarves have their MP set to 0 and do n ...aling. Consumable healing and your maximum MP will eventually be exhausted if you don't find another way to heal. There are only a few ways to go about t
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  • ...thin its [[LOS]]. They do not occur naturally, and can only be encountered if summoned by a [[curse toe]]'s [[Summon Mushrooms]].
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  • ...ave a ranged attack, then keep monsters at the edge of LOS (7 tiles away). If you take too much damage, step away to force the monster outside LOS, allow
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  • ...est in the game (outside of [[Gnoll]]s). Use it. Stealth is quite useful - if not required - in order to avoid fights with dangerous enemies like [[orc p
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  • ...entaurs have a kick [[auxiliary attack]]. Hooves reduce [[stealth]] by -20 if you aren't [[flying]].
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  • ...is about the player [[species]]. For the monster, see [[Troll (monster)]]. If you were looking for monstrous trolls in general, see [[List of trolls]].'' ...it allows use of shield. But weapon use isn't out of the question, namely if you find an amazing [[artefact]].
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  • ...ng, to interesting, to game-changing. See the [[demonspawn mutation]] page if you want to figure out the ways your character can grow. It can take a whil
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  • ...d]]s. This makes the [[Spider's Nest]] ''much'' more dangerous than usual. If you don't have clarity (or Ru), you can go down the stairs, get confused-lo
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  • ...laws on their hands. They receive a +2 damage bonus to [[Unarmed Combat]], if they are not wearing [[gloves]]. ...immunity helps early, while [[torment]] immunity is great in [[extended]]. If you play to their strengths (heavy armour, usually with [[Unarmed Combat]])
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  • If you are worshipping a [[good god]] and you get clouds of negative energy, y ...regardless of Evocations skill. It could spawn negative energy clouds even if you were worshipping a good god. Also, it did not [[alternate items|altern
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  • :Only one monster (if that) can engage you in melee at a time, but you can hit multiple enemies a *If the opportunity presents itself, allowing weaker enemies to stand next to y
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  • *You may have up to 2 spare lives at any given time. If you miss gaining an extra life because you already had two, you'll gain tha *If you have less than two lives, pressing '''[[E]]''' shows how much XP is req
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  • ...rt with 8, but lose 2 per hand occupied (2 per one-handed weapon/shield, 4 if two-handed weapon). ...target, you constrict if you have a free tentacle. It ends if you move or if the enemy escapes. In general, enemies won't intentionally escape constrict
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  • ...t, abilities, and [[mutation]]s. They may be damaged by monster abilities; if any stat is reduced to 0 or below, you will suffer [[Stat zero|severe penal ...ndom, weighted to benefit items received, but will also total 12. However, if a stat is greater than 17, it is less likely to be increased.
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  • ...eduction will improve AC rolls. GDR% is equal to <code>16*(AC)^1/4</code>. If GDR is applied, the minimum possible AC roll will equal (damage*GDR%) or (A
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  • ...k's [[to-hit]] roll, factoring in any relevant situational modifiers. Only if the to-hit roll matches or beats the EV roll does the attack succeed. However, if you are paralysed, petrified, in [[tree form]], or your [[dexterity]] is 0
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  • If your strength is ever reduced to 0 or lower, you will suffer [[stat zero]].
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  • ...ttributes]], along with [[strength]] and [[intelligence]]. It is important if you want to have high evasion. If your dexterity is ever reduced to 0 or lower, you will suffer [[stat zero]]
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  • If your intelligence is ever reduced to 0 or lower, you will suffer [[stat zer ...igence. However, there is a [[Spell Power#Step down|logarithmic stepdown]] if power > 50, so going from 10 to 20 is usually less than twice the power in
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  • If at any time your character's current HP reaches 0 or lower, you [[death|die Be very careful if you ever see the message, "Ouch! That really hurt!" pop up - it occurs afte
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  • ...as long as it's equipped, so be cautious about wearing unidentified items if you're at risk. This is especially dangerous in regards to INT, as a charac
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  • ...ould be treated as '''''[[instant death]]'''''. Most monsters can kill you if you give them 4-5 free turns. Multiple monsters can ''definitely'' kill you ...reach 0% success. [[Willpower#Player resistance|Racial willpower]] matters if you want to reach 0% paralysis. See the table below for more details.
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  • ...enter with better-than-average weapon and armour, including a [[shield]]. If you would rather play a mage, try a [[Conjurer]]. ...A priest of order. They worship either [[Zin]] the Law-Giver, or [[Beogh]] if a [[Hill Orc]]. Removed in 0.13.
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  • ''This page refers to the spell. If you were looking for the [[card]] formerly known as Foxfire, see [[Swarm ca ...es]] on empty tiles (no monsters, [[wall]]s, etc.) adjacent to the caster. If there are no valid tiles, they fail to spawn. Foxfires travel at [[Movement
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  • ...oyle]], [[Troll]], [[Armataur]] and [[Formicid]] are the recommended races if you pick a Fighter Background.
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  • ...], [[Gargoyle]], [[Gnoll]], and [[Vine Stalker]] are the recommended races if you pick a Gladiator Background.
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  • ...le]], [[Troll]], [[Demonspawn]] and [[Armataur]] are the recommended races if you pick a Monk Background.
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  • ...otaur]], [[Gnoll]], [[Kobold]], and [[Spriggan]] are the recommended races if you pick a Hunter background.
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  • ...[[Spriggan]], [[Vine Stalker]], and [[Vampire]] are the recommended races if you pick a Brigand background.
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  • ...rfolk]], [[Gargoyle]], [[Armataur]], and [[Oni]] are the recommended races if you pick a Berserker background. ...[[Vampire]]s also face difficulty as Berserkers, as they cannot go berserk if they are bloodless.
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  • ...], [[Troll]], [[Demonspawn]], and [[Palentonga]] are the recommended races if you pick an Abyssal Knight Background. *[[Armour]]: 1 (+1 if Armour Apt. >= Dodging Apt.)
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  • If you simply must play a Chaos Knight, the game recommends [[Hill Orc]], [[Mi *[[Armour]]: 1 (+1 if Armour aptitude >= Dodging aptitude)
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  • ...], [[Merfolk]], [[Minotaur]], and [[Demonspawn]] are the recommended races if you pick a Death Knight Background.
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  • ...]], [[Minotaur]], [[Draconian]] and [[Gargoyle]] are the recommended races if you pick a Healer Background.
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  • ...bound to the behavior restrictions laid down by their chosen god (at least if they want to avoid [[divine retribution]]).
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  • ...r]], [[Merfolk]], [[Draconian]], and [[Vampire]] are the recommended races if you pick a Skald Background. ...power - nearly doubling your attack output. Try to learn it quickly, even if it means not learning your other spells first.
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  • ...[[Draconian]], [[Demigod]], and [[Demonspawn]] are the recommended species if you pick a Transmuter Background. ...ndage]] before every fight is a must for survival, and is recommended even if you play an already strong species like [[Minotaur]] or [[Troll]]. It creat
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  • ...n]], [[Armataur]], [[Spriggan]], and [[Felid]] are the recommended species if you pick a Warper Background. ...distance with boomerangs or any heavier [[Throwing]] weapons you've found. If they get too close, you can [[Blink]] away or use your weapons of dispersal
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  • ...old]], [[Spriggan]], [[Naga]], and [[Vampire]] are the recommended species if you pick an Enchanter Background.
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  • ...Elf]], [[Kobold]], [[Spriggan]], and [[Gnoll]] are the recommended species if you pick a Hexslinger Background.
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  • ...]], [[Draconian]], [[Djinni]], and [[Demigod]] are the recommended species if you pick a Conjurer Background. ...flexible; contributing to the power and failure of many elemental spells, if/when you get them.
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  • ...], [[Draconian]], [[Djinni]], and [[Octopode]] are the recommended species if you pick a Hedge Wizard Background. ...ailure rate, then switch to the next spell/skill you have available. Bonus if said skill helps train up other spells that you've found (and want to use).
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  • ..., [[Tengu]], [[Vine Stalker]], and [[Vampire]] are the recommended species if you pick a Summoner Background. *Summoners need to think carefully about the offensive spells they pick up if they intend to keep relying on their summons as well. [[Borgnjor's Vile Clu
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  • ...p Elf]], [[Demigod]], [[Naga]], and [[Djinni]] are the recommended species if you pick a Fire Elementalist Background. ...lastmotes]] and [[Inner Flame]] both do good damage, but can harm the user if they are not careful. See their respective pages for more details.
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  • ...an]], [[Djinni]], [[Demigod]], and [[Barachi]] are the recommended species if you pick an Ice Elementalist Background. ...the same time. Generally, Frozen Ramparts is the better option of the two if you're out of spell levels - it simply and reliably kills things.
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  • ...yle]], [[Demigod]], [[Ghoul]] and [[Octopode]] are the recommended species if you pick an Earth Elementalist Background.
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  • ...[Draconian]], [[Djinni]], and [[Vine Stalker]] are the recommended species if you pick an Air Elementalist Background. ...tness]], by increasing your movement speed, can be a lifesaver -- but only if you have enough MP to cast it! Always keep an eye out on your MP; even more
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  • ...wn]], [[Deep Elf]], [[Vampire]], and [[Mummy]] are the recommended species if you pick a Necromancer Background.
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  • ...iggan]], [[Tengu]], [[Deep Elf]], and [[Naga]] are the recommended species if you pick a Venom Mage Background. ...is quite loud, attracting other enemies to you. The clouds will affect you if used too close; either have poison resistance, or aim behind an enemy. Havi
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  • ...[Spriggan]], [[Draconian]], and [[Demonspawn]] are the recommended species if you pick an Artificer Background. Even if a wand [[alternate items|would be replaced by another wand]], Artificer's w
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  • If you feel you must play a Wanderer, the game recommends you play as a [[Huma |Fighting || +1 to weapon enchantment<br>If no weapon: 1 decent consumable || Good weapon, weighted based on skill apti
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  • ...[Demonspawn]], [[Draconian]], and [[Hill Orc]] are the recommended species if you pick a Reaver Background. ...f [[plate armour]], don't be afraid to rely entirely on melee for a while. If you've found a [[Book of Conjurations]], then you have a path towards gener
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  • **Note that if you sacrifice a skill to [[Ru]], your other skills won't get a bigger share ...on equally well, Oka's gifts are easier to use, never requiring retraining if you get something absurdly powerful. However, the loss of allies is rougher
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  • ...don't need a specific amount of Armour skill to wear a given body armour. If you're playing a [[Fighter]], for instance, you'll want something heavy lik
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  • ...h deals damage every time the target moves. The barbs will wear off faster if you stay in your position.
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  • ...he charge cannot be [[dispel]]led, and won't fade away over time, not even if you leave the floor.
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  • ** Drain charges from your wands. This fails if you're carrying no wands or have no wands with charges. ** Drain charges, max charges, and enchantments from your rods. This fails if you're carrying no rods or have no rods with charges.
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  • *If you have [[spirit shield]] from a non-amulet source, having this amulet can
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  • ...0 turns total. If you are hurt when (un)equpping armour, the game will ask if you want to abort the action. *If you have the [[Deformed]] or the [[Pseudopods]] mutation, you lose <code><b
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  • This bonus is then reduced by encumbrance, if any. * '''If (encumbrance - 3) ≥ strength:'''
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  • *[[Merfolk]] / [[Octopode]] on [[water]] (even if [[flying]]): +50 *In [[shallow water]] (if not [[flying]], [[large]], or [[amphibious]]): ×0.5
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  • *[[Blind]] (or if the player is [[invisible]] and unseen) 50% of stabbing attempts with the [[Spriggan's Knife]] are treated as if the target is sleeping.
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  • ...ations]] skill, the longer this ability will last. This ability works even if you are [[undead]] ([[Ghoul]], [[Mummy]], bloodless [[Vampire]]), and will ...ow themselves turning against sinners. Dithmenos's subtle punishments are, if anything, more dangerous: victims find the shadows ripped away from them, h
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  • Throwing implements are more common in [[Shoals]] than [[Swamp]]. If the former branch is in your game, you may want to focus a little more on T ...l, throwing ''something'' is better than waiting for an enemy to approach. If available, you can throw [[stone]]s, [[boomerang]]s, or [[poisoned]] [[dart
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  • If offhand punches/slaps are available, then increasing Unarmed skill increase ...rm's designated minimum and maximum [[Shapeshifting]] skill, respectively. If you are below minimum, the damage can decrease.
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  • ...kill level, the fact that staves are "skill-friendly" doesn't matter. I.e. if you have 20 weapon skill, you'll do more damage with a great mace than with ...[spectral]] or [[speed brand]]s, and as mentioned, work well at low skill. If you find a particularly good lajatang early on, it may be worthwhile to swi
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  • ...n extra tile of reach means you'll get 1 "free" hit against a melee enemy. If you are concerned about early Dungeon survival, then start with a polearm ( Polearms can reach over [[deep water]], [[summon]]s, and other [[allies]]. If you have a consistent source of allies, such as [[Summonings]] spells or th
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  • ...ne, while lightly armoured characters don't ''have'' to use one. Early on, if you find a great [[randart]] blade, don't hesitate to train Long Blades - "
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  • *They receive bonus damage from [[stabbing]]. Great if your character has a consistent way to stab things. [[Hexes]] are the most ...er or not, a [[quick blade]] of distortion can remain viable into [[Zot]]. If nothing else, you can use the crosstraining to swap to Long Blades.
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  • *Prior to [[0.26]], you could train this skill only if your god used it or if you had a [[manual]] of Invocations.
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  • ...pons that are affected by Evocations, they are given skill equal to [[HD]] if they are intelligent, and have no skill otherwise. When monsters attempt to Wands generate much more frequently in [[Swamp]] than [[Shoals]]. If the former branch is in your game, you may want to favor Evocations a littl
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  • ...(white name; * next to the skill): Selected skill will gain more XP, even if never used. ...elected (dark grey name; - next to the skill): Skill will gain no XP, even if used constantly.
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  • ...asts produce [[nameless horror]]s. Monsters summoned by the player dismiss if the player harms them or they would become hostile for some other reason, r
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  • ...ners also gain a few utility and debilitative spells as well, particularly if they are also skilled in [[Earth Magic]].
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  • ...apon blessed at his [[altar]]. Such a weapon will have its existing brand (if any) replaced with a [[holy wrath]] [[brand]], and is also affected as thou Finally, if the blessed weapon is a long blade, it will have its base stats enhanced as
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  • ...ically available", "what skills you have", and any [[artefact]]s you find. If your desired weapon isn't available, for example, you may have to go off-co IF Unarmed Combat: Delay = base delay - skill/5.4
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  • ...will give a weapon a randomly selected brand, replacing any existing brand if there is one. ...[[negative energy]] damage per attack, as well as [[draining]] the monster if susceptible.
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  • * If you are wearing a shield you may suffer some penalties. See [[Shields#Shiel Delays are rounded randomly in a weighted manner (if delay = 3.4, there is a 40% for 4 aut and 60% for 3 aut).
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  • ...t 0 skill, spears are outright better than [[whip]]s and [[short sword]]s (if you aren't stabbing).
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  • If the Lord God Himself stood by!-<br>
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  • In general, Polearms are great if you have some means of creating distance. Characters with fast [[movement]]
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  • ...stuck with a regular [[trident]], you may want to consider a glaive, even if you were using a shield.
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  • ...ment effect iterates and checks each adjacent tile surrounding the player. If the following are found, further effects to that tile '''do not''' occur: * If a <code>3/power</code> chance occurs, or
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  • ...ulas are the only blessed weapon that can spawn as a [[randart]], but only if the unrand [[Condemnation]] fails to spawn.
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  • * If you can't attack from range, you might as well throw a stone. Stones let yo * Stones create a soft [[noise]] where they land. If you throw a stone at the edge of [[line of sight]], you can quietly attract
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  • ...ons with stats slightly superior to [[mace]]s. Much like [[quick blade]]s, if you found an ankus lying on the ground, there was a good chance that it had
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  • ...rried the big stick, the organization would not have gotten behind me, and if I had yelled and blustered, as Pankhurst and the similar dishonest lunatics
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  • Usually, if you can comfortably wield a giant club, you should upgrade to a [[giant spi
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  • ...in delay though; you can get better damage with the same delay at 14 skill if you use a [[dire flail]], although that is two-handed. Don't enchant one o
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  • ...e to get an extra turn on you. However, whips are stronger ''on average''. If you need to use a 0 skill weapon in the first place, you'll likely prefer t
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  • ...ous [[Demonspawn]] will prefer a demon whip. Otherwise, it is mostly even: if you are at mindelay with both weapons, the eveningstar is favored slightly.
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  • ...a [[shield]] yet, there's little reason ''not'' to use a dire flail. Even if you have found a shield, a dire flail can remain competitive at low weapon
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  • If you haven't found one, don't fret. A [[broad axe]] or [[battleaxe]] are sti
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  • Battleaxes are a fairly decent weapon throughout the midgame. If you're skilled in Axes and haven't found a shield yet, then a battleaxe is
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  • ...l good enough to make them a viable choice throughout the game, especially if you find a nice [[artefact]] axe.
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  • ...(hit multiple enemies). As a "simple" starting weapon, hand axes are good if you don't care about single-target performance. For example, [[minotaur]]s
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  • ...s are a great option for strong species like [[Hill Orc]] or [[Minotaur]]. If you care about your ability to fight single targets, you might want a diffe
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  • On most species, [[demon blade]]s are mostly equivalent to double swords. If both weapons are at minimum delay, a +0 demon blade is 1% stronger than a +
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  • On most species, [[double sword]]s are mostly equivalent to demon blades. If both weapons are at minimum delay, a +0 demon blade is 1% stronger than a +
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  • ...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 have
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  • Daggers are weak if you aren't stabbing. If you have nothing else, a dagger is at least better than a [[club]] or [[Una
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  • ...ever you swing with a quick blade, you get two attacks. This is treated as if you attacked twice with any other weapon, so factors like [[brand]], [[auxi ...enemy [[AC]] has a greater effect. Therefore, you should use a quick blade if you have many flat damage bonuses. With a good flat damage [[brand]] (namel
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  • ...er]] (if you aren't [[stab]]bing things) or club of the same [[brand]]. So if you started without a weapon, you might as well pick one of these up. [[Whi
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  • ...u were already using a [[quarterstaff]], you might as well use a lajatang (if you find one).
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  • ...age an [[arbalest]] against a 0 AC target. An arbalest can still be better if it has higher enchantment, but the base delay introduces [[Heavy#Risks of >
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  • ...ential damage relative to your current max [[HP]]. These are calculated as if the damage is irresistible, even for those schools whose miscast effects ar ...contamination, an additional effect is applied based on the spell school. If the spell has multiple schools, one of them is chosen at random. The intens
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  • **If you can learn the spell at all. In order to memorize a spell, your [[experi ...t (i.e. your XL is high enough, and you have enough spell levels) and grey if you cannot.
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  • ...around, and turning the terrain beneath and near you to [[shallow water]] (if it isn't already). Fortunately, it cannot knock you into [[deep water]].
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  • *Remember that Death's Door costs 9 MP to cast. If you need to use other spells to live, make sure you don't run out of MP in
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  • .... The affected monsters have their remaining duration drastically reduced; if this reduces their duration to zero or less, the monsters are unsummoned en ...ure''' flag have a 33% chance of Abjuring instead of casting these spells, if you currently have any summoned allies. These spells include:
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  • ...inflict [[torment]] on a single target in [[LOS]], requiring line of fire. If it succeeds a [[willpower]] check, it cuts their current HP by half. As wit
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  • *If there's little/no open space around the opponent, Shock and Static Discharg ...olid, to avoid leaking information (as a wall/monster ''could'' be there). If the space is empty, though, you'll still get the space bonus.
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  • If this spell has confused at least one monster, you have a <code>60 - power/3 ...s clouds last for multiple turns, it has multiple chances to confuse (even if the chance is smaller). Alistair's Intoxication has multiple benefits over
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  • ...s your health, but could not kill you directly. You cannot cast this spell if your HP was too low.
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  • ...es created by this spell have an unlimited duration, but will disintegrate if you recast the spell or leave the level. Their [[HD]] depends on the [[spel
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  • {{flavour|Reanimates a single skeleton as a follower, even if that skeleton is still encased in flesh. This magic is unstable, so eventua ...eton or skeleton-bearing [[corpse]] nearby in order for the spell to work. If there are multiple corpses nearby when you cast the spell, the closest of t
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  • ...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). ...resists 1/3 of Apportation attempts. Successfully apporting the Orb - even if you don't pick it up - will create a massive [[noise]] and immediately begi
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  • ...monsters to spew shrapnel, damaging nearby enemies and the target itself, if it is a monster. *If the target is a monster made of ice, the explosion deals "BEAM_ICE" damage
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  • ...t to get running, especially if you want to use heavy [[body armour]]. And if you're in light armour, then your defenses will be low.
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  • *It can't send you to [[deep water]] or [[lava]] if those tiles would be impassible to you. E.g. [[amphibious]] players can be If you have -Tele ([[Dimension Anchor]], [[Tree Form]], [[Formicid]] stasis, [
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  • ...d the half turn it takes to wield the rod, it is actually a very powerful (if situational) spell for any character willing to train the needed skill. *[[Sleep]]ing or [[petrified]] opponents are easy targets, and even if you miss, the spell produces such a small amount of noise that you're unlik
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  • This spell will have no effect if you are already at max HP or if you have less than 20 max HP. The [[undead]], including Alive [[vampire]]s ...ergency spells in the game. The permanent HP cost may be intimidating, but if your options are to cast or die, then it should be obvious what to do. Most
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  • “Don’t sing if you want to live long<br> **Cannot be [[mutate]]d. Receive [[stat drain]] if you would be mutated.
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  • ...ee || 100% HP || rPois<br>rTorm∞ || Move delay set to 1.0<br>Cannot move if foe in sight<br>[[Size#Tiny|Tiny]]
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  • ...arc" of lightning, which strikes the nearest valid target (randomly chosen if multiple targets are equally close), then creates another arc. Each consecu ...grants you resistance to the self-damage; definitely consider wielding one if you can find it.
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  • Summons an [[inugami]], or supports it if one is already present. If the inugami dies (not counting expiry or [[Abjuration]]), you cannot cast t
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  • ...from behind their caster (or other summons). This makes imps useful, even if you have otherwise stronger summons like [[Call Canine Familiar]].
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  • ...Divine Shield ability. Condensation Shield's effects will end immediately if you are hit with [[Fire Magic]]. ...c skill and added (8 + 0.6*[[Ice Magic]]) to your [[SH]] value (max: 24). If you character was vulnerable to cold (rC-), Condensation Shield would addit
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  • ...([[hill orc]]s only) on wargs. It checked [[MR]] for each, and charmed it if successful, creating a temporary thrall unless your spell power passed a ro
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  • If the targeted monster fails a [[willpower]] check, its melee or ranged weapo ...s wielder, it will switch targets if the weapon cannot cannot reach, (e.g. if the player blocks the only path toward the original wielder). Use this tech
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  • ...will be unable to cast it until yours closes (and vice versa). Similarly, if there's a portal opened by a [[Zot trap]], you are unable to cast this spel ...ed]] or affected by [[Yara's Violent Unravelling]], and will not disappear if you leave the floor. Like summons, tentacles can only attack enemies while
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  • ...A monster's melee attacks are fumbled just like in [[shallow water]], even if [[amphibious]] or [[aquatic]]. The caster is immune to the melee penalty, b
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  • ...allows for a single, powerful stab on an opponent. However, your opponent, if it survives, will be awake and immune to this spell for some time. And, due ...spell, since it lets you get multiple hex "attempts" to cast. For example, if you have a 20% success rate, Confusing Touch usually costs 3 MP, while Enso
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  • ...case, the destination tile is randomly chosen. Monsters can enter portals, if the portal is in their path; they won't explicitly try to enter portals. ...power]].<ref>{{source ref|0.31-b1|traps.cc|93}}</ref> Portals also expire if you leave the floor.
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  • ...imply too low. You may want to [[scroll of amnesia|forget]] it, especially if you aren't using Battlesphere.
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  • ...d]], [[Spriggan]], [[Kobold]], and [[Vampire]] are the recommended species if you pick a Delver Background. ...a [[water moccasin]] may rocket you to level 4 instantly, or oneshot you. If playing for consistency, it is preferable to use upstairs whenever possible
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  • * If you are an [[amphibious]] species, you can stand in [[deep water]], but you *Prior to [[0.14]], [[merfolk]] could not use Statue Form in [[deep water]] (if they fell in while in Statue Form, they would revert to normal).
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  • ...all intents) with no cap. They can block line of fire or distract enemies. If you have enough arrows, you can swarm enemies with snakes, which will let y
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  • If the target fails a [[willpower]] check, they will be slowed. At higher [[sp
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  • ...have rF+, but the combination of {rF+, Will+} is not guaranteed. Likewise, if one gizmo has rF+, no other gizmo can have rF+. *It takes less skill than most two-handed weapons. If a regular species can use a one-handed weapon, a Coglin can use two of the
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  • ...as ammunition for [[Evaporate]]. The potions produced will be identified if necessary. The spell will fail if you are [[Levitate|levitating]] over a corpse without [[Control Flight|cont
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  • ...ou have spare XP and spell levels to burn. In addition, you might want LCS if you are also using [[Spellforged Servitor]], so that the servitor can have
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  • ...them with friendly fire. However, all elementals are immune to poison, so if you're willing to use [[Poison Magic]], [[Poisonous Cloud]] pairs up well w
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  • ...ment, you can potentially hit 8 monsters at a time with a single fireball. If your defenses are up to scratch, you may even want to take a hit or two to ...s a spell based on Fireball. It could be learned for only two spell levels if you had already learned regular Fireball. The spell had the same mechanics
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  • If a victim fails a [[willpower]] check, it will gain the Petrifying status, w ...] and [[Quicksilver Bolt]] are more dangerous ways to cure petrifying, and if aimed at a hostile target, they can cure petrified. Unfortunately, being co
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  • ...flood fill": casting it on an open space will create a perfect 3x3 square (if you get 9 clouds), but using it in a corridor will spread the same 9 clouds A powerful and MP-efficient spell, great if you can get it by the [[Lair]] and/or its branches. Many enemies in the Lai
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  • ...layer or monster) occupies the ember's tile, after the caster's next turn. If the embers remain, then a [[cloud]] of flame is created. Recasting Conjure ...hile [[monster intelligence|mindless]] monsters will run right on through. If there is no other efficient path, [[HD|strong]] and [[fire resistance|fire-
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  • ...rns. For players, each move reduces duration by 6 turns. For players only, if your post-movement duration is ≤ 2 turns, the status automatically ends. ...air amount of impact damage. You should use other spells if available, but if you have nothing better, this spell can be decent to spam.
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  • ...nemies, and many enemies with rPois - Spider Form starts to get weak. Even if you ignored all the poison, the lack of any AC or [[SH]] becomes very notic *Prior to [[0.20]], followers of [[the Shining One]] incurred penance if they poisoned sentient, non-evil monsters.
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  • *Suppresses many mutations. Has 1.0 [[movement delay]], even if your [[species]] is faster or slower. Ice Magic users may want to pick up this spell for some extra AC, even if they aren't specializing into Transmutations. The resistances can help with
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  • ...onger mammal. There is a <code>1 - 10 / <power></code> chance of a quokka. If a quokka was not summoned, there is an equal chance for either a rat or a b *Even if you have no serious plans to summon things, this spell can be ''very'' effe
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  • ...sing Enslavement when you worship [[Elyvilon]]; there is no [[piety]] loss if your charmed enemies die (unless you're the killer).
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  • Sting is decent at softening up targets from a short distance. If you've poisoned the enemy, you can start walking back; the poison will be e
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  • ...owever, a creature can be hit by multiple ''different'' arcs at once. E.g. if there are 2 monsters adjacent to the caster, up to 2 arcs can be created, s If an arc hits the caster, its damage is halved. This spell does not affect el
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  • ...of lightning, similar to [[Shock]]. This bolt can pierce through enemies. If the lightning bolt hits a rock or stone [[wall]], it will bounce back at an
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  • *If you know spells like [[Conjure Flame]] or [[Freezing Cloud]], you can use S
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  • ...l will also recall zombies created by the [[Animate Dead]] spell, but only if the caster is on the same floor that they were created. Zombies will not be
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  • ...a low-HP [[deep elf]] to conquer [[the Realm of Zot]] with 8 AC and 16 EV if they make very judicious use of this and other utility spells. ...t any of even the most severe [[miscast effect]]s can have a marked effect if you cast this spell in a completely safe location (eg. a cleared floor). Do
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  • ...indefinitely, even if the spell itself is forgotten. The fireball is lost if you drink a [[potion of cancellation]] or are hit with a [[Quicksilver Bolt ...all, then learning Delayed Fireball only costs 2 spell levels. Conversely, if you learn Delayed Fireball, then Fireball costs no spell levels.
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  • ...g of clouds of flame in the eight squares directly adjacent to the caster. If the caster moves, the clouds already spawned that are no longer adjacent wi ...fire, or by [[Fire Storm]] (though the last will still deal damage on cast if you are within its blast area). Walking into a square with a cloud of flame
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  • Extension prolongs the effects of enchantment spells, as if you had just recast the enchantment with the [[spell power]] of Extension ( *[[Bat Form]] if not a vampire (min 0)
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  • ...e affected first. It is possible to damage monsters you didn't know about: if you break a wall, and this puts a monster in [[LOS]], you'll damage that mo The following [[dungeon features]] may be destroyed, but only if the caster has line of sight:
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  • ...ageable individually, but the variety of possible summons can cause issues if you leave the summoner to their own devices. Certain demons may also be mor
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  • ...ifficult to cast this against foes in cramped quarters (the game warns you if you are about to accidentally shoot yourself).
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  • ...n means fewer turns wasted in combat. Sure Blade's effect ends immediately if you unwield the affected weapon for any reason.
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  • ...ditions, Cause Fear is a powerful spell. It is good at crowd-control: even if you don't scare everything, fear can be used to thin out a group, making it ...r version of Cause Fear makes the player unable to move toward the caster. If the caster closes to melee range, the player will still be able to engage t
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  • ...there isn't any chance of a miscast or it wearing off mid-fight. However, if you haven't found a ring yet (or are already wearing two rings that are abs
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  • *If you're in the heat of battle and intend to use this spell as an emergency M *If you have a source of increased HP [[regeneration]], a moderate power Sublim
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  • ...HD/2 - 0.5</code> turns.<ref>{{source ref|0.30.0|spl-monench.cc|40}}</ref> If this results in ≤ 0 turns, then the spell is resisted, otherwise it has a ...etabolic Englaciation can still be valuable as a crowd-control spell. Even if you can't slow down the most dangerous monsters, you can disable whole pack
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  • ...illing blow. Given the usefulness of other amulets, it should only be worn if nothing else is available, or potentially not worn at all. ...combat, especially to fragile spellcasters. Avoid doing this during combat if possible.
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  • *This spell will hurt your [[allies]] if they aren't immune to cold.
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  • If you are a [[Draconian]], Dragon Form has special bonuses: ...he Shoals]] (and [[Throw Icicle]] from [[merfolk aquamancer|aquamancers]], if you are vulnerable to cold).
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  • ...[[Necromancy]] spell, which causes all nearby [[undead]] to be affected as if by [[enslavement]]. Being a mass enchantment, it has a +50% bonus to the fi
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  • If this would push a creature into impassable terrain ([[wall]]s, [[deep water ...pell, IMB offers moderate, irresistible damage that never misses. However, if your goal is to kill things, then most Conjurations spells will kill quicke
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  • ...e out very quickly, this spell has a relatively poor MP efficiency. Useful if you want to kill something quickly.
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  • ...asts for 6 turns. It immediately ends if you [[blink]] or [[teleport]], or if you enter another floor. After it ends, it has a cooldown of 3.5 - 4.5 turn
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  • If you hit, your melee attacks will cause [[confusion]] if you can overcome the target's [[willpower]]. You can see your chance of aff ...r example, a [[dagger]] at mindelay can attempt to confuse every 0.5 turn. If you need to make multiple hex attempts, Confusing Touch is somewhat turn ef
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  • ...]] creature, exploding when in range. They will also explode if destroyed. If no hostile monsters are in sight, ball lightings generally disperse away fr [[Electricity resistance]] is highly recommended unless you want [[YASD]]. If you lack a reliable source of rElec ([[potions of resistance]] will work in
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  • ...s much like [[Conjure Flame]]. The cloud can be created on top of an enemy if it is adjacent to the caster when the spell is cast. ...o slay, [[Kiku]]'s Unearth Wretches ability can provide improved coverage. If you are not immune to miasma, beware the additional chance of boxing yourse
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  • ...n of curing]] can do the same thing. But you might as well have this spell if you don't care about the [[spell level]]s. Some characters ''do'' care abou
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  • Each spectral thing lasts for around 81 turns. But if the DChan duration runs out, all spectral things immediately vanish. You ca
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  • ...[lich]]es, [[curse skull]]s and [[curse toe]]s, as well as [[death cob]]s. If found early enough, [[Necromancer]]s can use it to take out [[wight]]s and Player ghosts can cast this spell if they knew it in life.
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  • ...leport]]ed away. If the spell fails, the monster will [[blink]] away, even if they have infinite willpower. ...wer/10)</code> turns<ref>{{source ref|0.29.0|spl-transloc.cc|L1428}}</ref> if it fails a separate willpower check.
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  • ...ion and even get in the way of projectiles or spells. They will be hostile if you worship [[Okawaru]] or have [[Ru#Sacrifices|Sacrificed Love]]. ...ance for a radius-4 blast was slightly lower as a result, and not possible if power was less than 76.
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  • ...hs. Even so, you only have one turn after being blasted to get to safety - if walking a single space away won't get the job done, consider reading a [[sc
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  • ...to kill enemies. This spell can kill monsters up to [[orbs of fire]], even if it takes multiple casts to do so. With Necromancy, killing just a few monst
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  • ...''incredibly'' risky. [[Paralysis]] and [[Petrify]] can instantly kill you if you're unlucky. Other hexes - such as [[sleep]], [[banishment]], and [[conf ...c. Don't think you need to be a Hexes or Evocations specialist to benefit. If you just have 5 Evocations skill, a [[wand of paralysis]] has a 77% chance
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  • |special = Creates physical orb. <br>Damage multiplied by distance*0.3, if dist<4.}} ...create a damaging and massively loud 3x3 explosion. Orbs can collide even if they are travelling in the same direction.
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  • ...gle target; it must succeed against the enemy's [[willpower]] to function. If it kills the target, or the target is killed within 1.0 turn after, they wi
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  • ...s 99 points greater than power, you are immune to that monster's paralyse. If your will is equal the power, there's a 50% chance of resisting.
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  • ...will try to move the monster one tile away, which will awaken it. However, if there's no room to move the monster, Passwall will fail. ...], or other dangerous terrain on the other end, which will cancel the move if you cannot currently move through that terrain.
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  • ...r water would make the spell fail, as would being in a [[dungeon branch]]. If the player attempted to move beyond the limits of the dungeon, they would b
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  • ...g from a [[spellbook]]. Even player spells like [[Fire Storm]] can be cast if they are set with the Magical flag. ...er spell (but not the silent spectre aura) with a [[wand of quicksilver]]. If it [[alternate items|hasn't generated]], you'll need to let the spell run i
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  • ...r]], without encumbrance restrictions, that doesn't melt against [[fire]]. If you can cast Stoneskin (but not Ozocubu's), it's generally worth using - ei
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  • ...s an independent <code>1 - (51 / power)</code> chance for one monstrosity. If no monstrosities were created, one extra abomination is created instead.
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  • ...no benefit (unless under a [[transformation]] with slower movement speed). If you happen to have a movement delay of 0.7, the speed fluctuation is smalle
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  • .... And many monsters simply have too much willpower to reasonably hex. Even if the teleport works, the monster can potentially be warped into your retreat
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  • ...er to randomly [[teleport]] a few turns after the spell is cast, much like if it had read a [[scroll of teleportation]]. Monsters usually only use this s
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  • ...ingly well-defended foes, such as [[hell sentinel]]s and [[orbs of fire]]. If possible, do so in small, cramped areas, so they can't blink too far away.
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  • *Prior to [[0.27]], a simulacrum would only appear if an enchanted monster would drop a [[corpse]]. That is, the spell only had a
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  • ...ecrease past the base level of +2. The enchantment immediately drops to +2 if the sword is unwielded. Do note that, in order to increase the enchantment, you actually need to hit. If you're facing high-[[EV]] creatures, it can take a while to get this sword
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  • ** Doors refuse to close only if the items would fall into deep [[water]] or [[lava]].
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  • ...] and [[GDR]] are applied) to determine whether the attack is deflected or if it causes the shroud to unravel. chance of causing the shroud to collapse and dealing damage as normal. If the shroud does not collapse, the attack is negated. This means that an att
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  • ...affect any target in your [[line of sight]]. Allies are not turned hostile if you affect them. ...ame clouds deal 6-21 damage per turn, including the turn of the explosion. If a [[corpse]] would be created by the exploding monster, it is destroyed and
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  • If you are adjacent to a target, you can aim ''diagonally behind'' the target ...al]], you are immune to clouds, so don't be afraid to blast yourself. Even if you aren't immune, risking self-confusion can be worth it. You can drink a
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  • Your helmet and boot slot (or equivalent) will meld, even if these mutations aren't valid:
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  • ...monsters have their remaining duration in this world drastically reduced; if this reduces the duration to zero or less, the monster is unsummoned entire ...the effect of the previously intended spell. (This replacement only occurs if there are valid summons, hostile to the monster, in its [[LOS]].) The high-
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  • ...ifice, removing [[Ashenzari]] curses), you will keep all your spells, even if you'd reach "negative" spell levels. In addition, you cannot physically memorise a spell if you are [[confused]], [[berserk]], or [[brainless]].
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  • ...dividual spell has a spell power cap placed on it. A cap of 100 means that if your spell power is higher than 100, it will be set to 100. This allows for ...tor is positive, your spell power is multiplied by 1.5<sup>(factor)</sup>. If it is negative, it is multiplied by 0.5<sup>(factor)</sup>, effectively hal
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  • ...ng at a severe contamination level makes you easier to hit and reveals you if [[invisible]], similar to the [[Corona]] spell. It also leaves you at risk ...tation (about 95% chance) is gained that bypasses [[mutation resistance]]. If contamination is higher than 10,000, there is also a damaging explosion. Th
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  • ...square where it hits a monster, and the last square the spell reached even if it doesn't hit anything. | 0 (If it explodes: 15 for a weak explosion, 20 for a normal explosion)
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  • ...wn]] in calculations, you'll generally receive less than x150%, especially if power is already high. This stacks multiplicatively with other spell enhanc ...the skill of the wielder in its corresponding school (or [[Spellcasting]] if none applied).
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  • (x^3 + 426x^2 + 82670x + 6983254) / 262144 IF spellFailure < 43 ...chance, ''assuming you don't have any modifiers like [[wizardry]]''. E.g. if you have wizardry x1, having 1 SpellFailure = (28% * 0.75) raw failure = 21
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  • If you have at least one source of wizardry, your [[Spell Success#Modifiers|ra ...her multiplied by 2/3. This is roughly equivalent to 2 sources of wizardry if don't have any. Note that this bonus is ''not'' considered as 2 sources of
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  • ...al effect, costing one charge. When out of charges, the wand is destroyed. If you pick up multiple wands of the same type, they merge: their charges comb
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  • ...ing attacks (such as [[javelin]]s in [[the Shoals]]) or enchantments. Even if the enemy is immune to their own attacks, the omnireflect is useful - it le
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  • ...d to dig escape routes, create a path to otherwise inaccessible areas, or (if you have spare charges) create routes to enemies.
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  • *[[Unseen horror]]s: If you can get them in a corridor to line up the shot, this is a good way to m ...ld get a [[dragon]]. Most characters can run away from hydras, and should if they lack a means to kill them.
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  • ...used on top of a [[stair]]case. If the wand does something damaging, good. If the wand ends up buffing your opponent, you can go up the stairs, rest, and ...hoot at the further possible distance, you'll get multiple shots off. Even if you buff the enemy, the other shots may finish them off. You can use [[thro
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  • ...ining loyal. Unlike most types of allies, charmed monsters can attack even if they are outside your [[line of sight]]. If used on the player, this wand inflicts [[confusion]] instead.
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  • ...l wounds]]: it heals <code>9 + 3d(28)/3</code> HP on yourself or a target. If the player is at full HP, it can heal 2-6 points of [[rot]]. [[Evocations]]
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  • ...[[noise]] (more than twice as much as [[shout]]ing), so don't be surprised if using it wakes up nearby monsters. It can hold at most 15 charges. If you can't fire this wand at an enemy without zapping yourself, use the "'''
    1 KB (219 words) - 12:44, 28 January 2018
  • *Like other sources of fire, if it crosses a pool of water, it will create a [[cloud]] of steam. Use this t
    1 KB (179 words) - 05:10, 1 December 2023
  • ...our|A magical device which launches a psychic attack on a target creature. If it overcomes their willpower, it 'blows their mind' in a violently literal ...= <code>15 + 3.5 * Evocations</code> ({{source ref|0.30.0|evoke.cc|177}}). If you have the [[MP-Powered Wands]] mutation, then your "pow" gains a +33% bo
    3 KB (458 words) - 09:22, 8 October 2023
  • ...ere is a certain amount of spread which increases as you train evocations. If you're trying to primarily target a single creature, fire at them when they ...clude [[list of ogres|ogres]], [[list of jellies|jellies]], or [[hydra]]s. If you're fighting anything wearing armour, you may wish to use a different wa
    1 KB (203 words) - 15:56, 8 June 2023
  • ...It has perfect accuracy, but creates a lot of [[noise]] and can injure you if you fire it at a tile adjacent to you. Its [[spell power]] is based upon yo
    756 bytes (117 words) - 05:42, 6 May 2016
  • *Paralysed enemies have 0 [[EV]] and are vulnerable to high-tier [[stab]]s. If your character is competent in melee, you're likely to kill just about ''an
    2 KB (296 words) - 07:53, 22 September 2023
  • ...nvisible]]. It is essentially identical to the [[Invisibility]] spell, and if used on the player, causes 1-2 points of immediate [[magic contamination]]
    636 bytes (89 words) - 05:42, 6 May 2016
  • ...f attacking you. Try to lure opponents into the open before confusing them if possible.
    1 KB (187 words) - 06:37, 1 July 2020
  • ...en allies when they attempt to fight, and may fall into deep water or lava if they attempt to move. *Move in a random direction if they try to move or melee attack. [[Ranged weapon]]s will be fired in a ran
    5 KB (677 words) - 11:58, 16 January 2024
  • ...ngerous, reducing their [[XP]] value, and eventually killing them outright if they hit 0 HD. ...ly forcing you down a level. This was permanent and was immediately lethal if you were ever reduced below 0 XP, but you could simply gain more experience
    4 KB (539 words) - 18:59, 25 November 2023
  • ...spirit shield works as normal after the 50% HP is calculated. For example, if you have 200 HP and 20 MP, torment would deal 99 damage, bringing you to 11 Monsters won't cast [[Symbol of Torment]] if their target is immune to it. Friendly monsters, such as those summoned fro
    5 KB (850 words) - 07:29, 13 March 2024
  • ...ing but attack will quickly reduce the duration, lasting as few as 3 turns if you do nothing. Berserk is an inherently risky status. If you can't defeat your opponent in time, you'll be [[slow]]ed (and likely st
    7 KB (1,029 words) - 01:49, 7 January 2024
  • ...ntually find it unnecessary. Switch to another weapon or [[magical staff]] if you find yourself in that second category.
    1 KB (231 words) - 12:21, 3 March 2021
  • ...re spells cast by its wielder, and protects them from the effects of fire. If the wielder is skilled in Evocations and Fire Magic, they can burn those st
    1 KB (192 words) - 20:28, 4 May 2024
  • ...ce spells cast by its wielder, and protects them from the effects of cold. If the wielder is skilled in Evocations and Ice Magic, they can freeze those s
    1 KB (193 words) - 20:28, 4 May 2024
  • ...vour|A staff that increases the power of earth spells cast by its wielder. If the wielder is skilled in Evocations and Earth magic, they can fracture the
    2 KB (235 words) - 17:46, 14 January 2024
  • ...er of air spells cast by its wielder, and insulates them from electricity. If the wielder is skilled in Evocations and Air Magic, they can shock those st
    1 KB (231 words) - 20:31, 4 May 2024
  • ...spells cast by its wielder, and protects them from the effects of poison. If the wielder is skilled in Evocations and Poison Magic, they can envenom tho *For casters, a staff of alchemy can be used as a source of rPois, even if you don't plan to use any Alchemy.
    2 KB (253 words) - 20:29, 4 May 2024
  • ...mantic spells cast by its wielder, and protects them from negative energy. If the wielder is skilled in Evocations and Necromancy, they can inflict great
    1 KB (199 words) - 20:30, 4 May 2024
  • ...vour|A staff that increases the power of conjurations cast by its wielder. If the wielder is skilled in Evocations and Conjurations, they can blast those
    1 KB (149 words) - 07:12, 7 September 2023
  • ...using it to summon more monsters/last longer (the specific impact of this, if any, depends on the spell). ...eful if you have a staff that is effective in melee. This isn't worthwhile if you are only using a staff of summoning however, as it is a terrible melee
    1 KB (208 words) - 12:20, 3 March 2021
  • ...Not only does it enhance these spells, but the melee damage can be decent if you train some Staves and Evocations.
    3 KB (503 words) - 04:30, 16 February 2024

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