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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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  • ...t spell for luring foes. Projected Noise allows you to stay on a staircase and bring monsters to you. It is recommended to explore a chunk of the level be ...nt of the [[Ziggurat]] and run around the upper part to avoid all monsters and gain access to the loot/[[stairs]].
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  • ...nd of wall. This spell does not harm you in any way, but makes both escape and limiting the number of enemies you face at once difficult. Note that monste
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  • ...s spell is less effective for casters wearing heavier armour. The duration and size of this AC boost is shown below: ...er]]s and [[species]] with no body armour slot ([[Felid]]s, [[Octopode]]s, and [[Draconian]]s) appreciate this spell more, while it lets other species "ge
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  • ...lls. Any enemies of the caster standing next to those walls will be frozen and will find their movements slowed. Cold resistance will reduce damage, but n
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  • ...r into a venomous, spider-like creature. The caster becomes highly evasive and gains a poisonous bite, but gains vulnerability to poison. While transformed, any equipped weapons and armour are melded, and casting spells becomes slightly more difficult.}}
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  • ...er gains a freezing melee attack, and becomes incredibly resistant to cold and resistant to poison, but vulnerable to fire. High power increases the armou While transformed, any equipped weapons and armour are melded.}}
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  • ...sting the spell [[Foxfire]]. They will home in on monsters, dealing damage and destroying themselves in the process. ...mply [[summon]]ing a meat shield, as foxfires move quickly and erratically and disappear once they strike something.
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  • :{{monsterlink|Rat}} - Low damage and fragile, but better than nothing. :{{monsterlink|Bat}} - Extremely fast and evasive, but does virtually no damage.
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  • ...es. Higher [[spell power]] increases both the chance of charming the enemy and the duration of the effect. ...plus an equally powerful un-[[Abjuration|abjurable]] monster being brought into existence on your side. Once you get a good idea of which monsters are susc
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  • ...ll power]] increases the ice beast's [[HD]], which increases HP, accuracy, and the strength of the freezing attack. Ice beast HD equals <code>3 + <power> ...]] them. As bonuses, ice beasts are naturally [[poison resistance|rPois]], and do not trigger the bloodzerk of [[skyshark]]s.
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  • ...al; normal monsters take full damage from it, resistant monsters take 53%, and immune monsters take 30%. ...my, you can start walking back; the poison will be enough to kill most D:1 and D:2 enemies.
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  • ...the time. Targets with complete poison immunity, including the [[undead]] and [[nonliving]], are completely unaffected by this spell.
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  • {{flavour|Fires a shard of ice. Due to its strong impact and cutting edges, a significant portion of its damage bypasses cold resistance
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  • ...'s also good against monsters with high defenses, such as [[orc warrior]]s and [[killer bee]]s. ...d(3 + pow/8)</code> damage, hit up to <code>1d(2 + pow/20)</code> targets, and had a power cap of 100. rElec monsters were fully immune to this spell.
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  • ...er-only spell which creates [[Clouds#Poison|clouds of poison]] at a point, and deals a small amount of poison damage on impact. [[Poison resistance]] give
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  • ...a mighty bolt of lightning. Its damage bypasses half of defender's armour, and it can be bounced off walls to hit targets twice.}} ...damage, it ignores 1/2 of enemy [[AC]]. It also creates a lot of [[noise]] and will set [[tree]]s on fire.
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  • ..., despite the wimpy name. The butterflies can block your enemies' movement and ranged attacks. At low power the spell only summons a few, but at high powe ...doing so with gods which punish you hurting allies, like the [[good]] gods and [[Okawaru]].
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  • ...'d receive the [[fly]] condition instead, which had none of the down sides and a few extra perks.
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  • ...a three-square radius of the caster, so don't expect to pull entire armies into cramped hallways. In an open area (at least 7-by-7, with the caster in the *The player spell was removed in [[0.26]]. [[Beogh]], [[Hepliaklqana]], and [[Yredelemnul]] still have recall abilities for their specific minions.
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  • ...cations will cause the subject to become contaminated with magical energy, and that controlled teleports will take longer to trigger than uncontrolled one ...When [[teleport]]ing with this status, you can choose a specific location, and you will land within 2 tiles of that square (heavily favoring 1 tile away).
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  • ...melee weapon you are currently wielding. This increases its damage output and inflicts a [[draining]] effect upon any enemy you strike, significantly red *Bear in mind that the [[undead]], [[plant]]s, [[demon]]s, and unliving monsters are all completely immune to this effect. [[shapeshifter
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  • ...icantly easier to dodge. It is highly effective against both single-target and penetrating attacks. Each time a missile is deflected the spell has a chanc ...s is a more advanced version of the Repel Missiles effect of [[repulsion]] and its effect overrides that of RMsl.
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  • ...causes all nearby [[poisoned]] creatures and poisonous [[cloud]]s to burst into flames. ...take [[fire]] damage and lose their poisoned status. All poisonous clouds and noxious fumes (i.e. mephitic clouds) in the caster's [[line of sight]] are
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  • ...grants you the [[ability]] to launch a [[Fireball]] spell instantaneously and for no cost later on. Only one fireball can be stored at a time. The charge ...le. Once you've learned the spell, you should ''always'' have one on hand, and you shouldn't be afraid to unleash it. Don't worry about the MP cost or hig
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  • ...pell attunes the caster to the forces of fire, increasing their fire magic and giving protection from fire. However, it also makes them much more suscepti *Two levels of [[fire resistance]] (rF++) and two levels of [[cold resistance|cold vulnerability]] (rC--). Note that rC-
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  • ...of the time at max [[spell power]]). The summoned things last a long time and some of their branded attacks can be quite powerful, especially against vul
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  • ...n Shield]]). Only enchantments with a corresponding spell can be extended, and you must have that spell memorized to extend it. Chance of extension is <co ...extended only a few turns, randomly up to power/20, thus usually around 5 and at most 20 (max 50)
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  • '''Shatter''' is a level 9 [[Earth Magic]] spell which destroys [[wall]]s and attacks all monsters in [[line of sight]], dealing unavoidable physical dam ...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 monster as well.
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  • {{flavour|Opens a gate to the realm of Pandemonium and draws forth one of its inhabitants to serve the caster for a time. When churchyards yawn and hell itself breathes out<br>
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  • ...ing rock / stone / crystal / unbreakable [[wall]]s, inanimate [[statue]]s, and closed [[door]]s. Shock ''cannot'' reflect off metal walls, [[iron grate]]s At base, Shock is weaker and less accurate than the other level 1 spells. However, it can hit multiple t
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  • {{Flavour|This spell forms a mystical bond between the caster and a wielded short blade, making the blade much easier to use.}} ...hile short blades are already very accurate, this is a fairly cheap spell, and missing less often means fewer turns wasted in combat. Sure Blade's effect
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  • *[[Undead]], [[nonliving]], and [[:Category:Plant holiness|plant holiness]] monsters. ...ing, fear can be used to thin out a group, making it easier to both escape and fight it.
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  • ...ually more convenient, as it takes just about as much time to switch to it and there isn't any chance of a miscast or it wearing off mid-fight. However, i [[Felid]]s, [[naga]]s, [[spriggan]]s, and [[vampire]]s can see invisible naturally, as can any character with the [[A
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  • {{Flavour|This spell allows the caster to phase in and out of the material plane, allowing them to occasionally avoid blows entire ...ted by [[Dimension Anchor]] will instantly have their Phase Shift canceled and are prevented from recasting it for the duration of its effect. Note that o
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  • ...Blood''' is a level 2 [[Necromancy]] spell which converts your own [[HP]] into [[MP]]. ...mial negative binomial] random variable with parameters <code>r = 1</code> and <code>p = 1 - 6 / power</code>. The average amount of recovered MP per cast
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  • ...s doubled for [[cold-blooded]] targets. [[Cold resistance|Cold resistant]] and [[stationary]] monsters are unaffected by this spell. Using this spell on a ...s, you can disable whole packs of "mook" enemies, such as [[vault guard]]s and [[list of draconians|draconians]]. Unlike [[Cause Fear]], Metabolic Englaci
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  • While a weapon is infused it cannot be unwielded and casting spells is slightly more difficult.}} ...eapon with the [[pain brand]], but prevents you from unwielding the weapon and penalizes your spell success rate for the duration.
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  • ...n chains of ice. When it dies, its corpse freezes and splits, transforming into icy replicas which serve the caster. Simulacra cannot leave the level they ...ongside it. Simulacrum does ''not'' work with [[Gozag]] (who turns corpses into gold, first) or [[Yredelemnul]].
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  • ...of the [[vertigo]] effect, which decreases your EV, spellcasting success, and chance to hit.
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  • ...deals cold damage to all targets in [[line of sight]]. This ignores [[EV]] and has a 50% chance of [[slow]]ing [[cold blooded]] targets. ...spell that is also decent at taking down single targets. It has full range and never misses, which are useful traits for any spell.
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  • ...o cold. The caster becomes able to deal incredible damage in melee combat, and they become much more robust, although their evasiveness is reduced. While transformed, any equipped weapons and armour are melded.}}
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  • ...this spell much more effective than enslavement. The effect is temporary, and can be shrugged off by [[magic resistance]].
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  • {{flavour|This spell conjures forth a raging blizzard of ice, sleet and freezing gasses at the target, dealing partially irresistible cold damage i ...vs. 45%). However, Ice Storm does not create any [[fire vortex|vortexes]] and uses beam-targeting instead of [[smite]] targeting. This means that it is g
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  • ...aces. Chance of knockback, as well as distance, depends on [[spell power]] and enemy [[size]]. Moved enemies are briefly stunned (4-9 [[aut]]s). ...[[deep water]], [[lava]]) or into another monster's tile, movement stops, and the target takes additional impact damage (2d11 at max power). This spell c
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  • ...and noxious toxin. Even those resistant to poison will be poisoned by it, and a small portion of its direct damage bypasses poison resistance.}} ...son Arrow deals a total of 53% damage to those with [[poison resistance]], and 30% damage to those with poison immunity.
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  • The duration of the summon does not depend on the spell power and is always very short, around 9 turns.
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  • |spellnoise=~15 (depends on radius and delay of your last action) ...into the air and tossed around. Only the eye of the storm is a safe place, and it follows the caster. The spell's effectiveness is greatly diminished in c
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  • ...act when confused, they are effectively disabled. They can't [[spell]]cast and have a hard time hitting you in melee. ...may take 3 MP and 4 turns, while Ensorcelled Hibernation would take 10 MP and 5 turns. However, against low/no will opponents, Ensorcelled has an advanta
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  • ...is often used to water down particularly dangerous early-game spellcasters and many early [[unique]]s.
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  • ...ightning''' is a level 6 [[Air Magic]]/[[Conjurations]] spell which brings into existence 3 temporary instances Like [[Foxfire]] and player-created [[cloud]]s, ball lightnings dissipate when out of the player
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