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  • #REDIRECT [[ARCHIVED Ophanim's Merfolk Death Knight guide]]
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  • #REDIRECT [[ARCHIVED Naughty's Demonspawn Conjurer of Vehumet guide]]
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  • |name = Executioner's axe The '''executioner's axe''' is a massive two-handed weapon. It is the strongest axe, and one of
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  • #REDIRECT [[Zealot's sword]]
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  • '''Death's Door''' is a level 9 [[Necromancy]] spell which protects the caster from al ..., immediately end DDoor, then [[paralyse]] you for 2-5 turns. ([[Formicid]]s are still immune to this paralysis.)
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  • '''Alistair's Intoxication''' is a level 5 [[Alchemy]] spell which attempts to [[confusio Alistair's Intoxication attempts to [[confusion|confuse]] every monster in sight. It c
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  • |name=Lee's Rapid Deconstruction ...ion''' ('''LRD''') is a level 5 [[Earth Magic]] spell which causes [[wall]]s and certain monsters to spew shrapnel, damaging nearby enemies and the targ
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  • [[Borgnjor's Revivification]] is a level 8 [[Necromancy]] spell which restores your HP t ...nds the status and [[paralysis|paralyses]] you for 2-5 turns. ([[Formicid]]s are still immune to this paralysis)
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  • |name=Cigotuvi's Degeneration '''Cigotuvi's Degeneration''' is a level 5 [[Transmutations]]/[[Necromancy]] spell which
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  • [[Tukima's Dance]] is a level 3 [[Hexes]] spell which temporarily animates a melee wea [[Enchanter]]s begin with this spell available.
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  • '''Leda's Liquefaction''' is a level 4 [[Earth Magic|Earth]]/[[Hexes]] spell which cr Casting Leda's Liquefaction liquefies the ground around the caster, including the square o
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  • |name=Maxwell's Silver Hammer '''Maxwell's Silver Hammer''' was a level 2 [[Transmutations]]/[[Earth Magic]] spell whi
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  • ''For the obsolete [[artefact]], see [[Lehudib's crystal spear (unrand)]].'' |name=Lehudib's Crystal Spear
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  • '''Ozocubu's Armour''' is a level 3 [[Ice Magic]] spell which can greatly increase your [[Ice Elementalist]]s begin with this spell in their libraries.
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  • |name=Ozocubu's Refrigeration |special = Damage reduced by 30% per creature adjacent to target(s), up to 2 creatures<br>Can slow cold-blooded monsters}}
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  • |name=Iskenderun's Mystic Blast '''Iskenderun's Mystic Blast''' (or '''IMB''') is a level 4 [[Conjurations]]/[[Translocatio
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  • ...ages and [[poison]]s any creatures without poison resistance in the caster's [[line of sight]] for a few turns. [[Alchemist]]s start with this spell, though it can also be [[evoke]]d using the artefact
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  • [[File:Maxwells thermic engine.png]] '''the +2 Maxwell's thermic engine''' ...e its wielder lands a hit (including those from ripostes from the [[fencer's gloves]]), up to a maximum of +14. It decreases by 1 for each turn spent no
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  • [[File:warlock.png]] '''''the +3 warlock's mirror''''' For piercing attacks, such as [[javelin]]s and [[bolt spell]]s, the chance to block is determined by [[SH]], like any attack you can block
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  • ...the most fun weapons in the game: [[giant spiked club]]s and [[large rock]]s. They have a number of weaknesses, but I think this combination offsets the ...ou reach Level 2, and try to cast it before almost every fight -- often it's worth recasting in the middle too, once it unravels or falls apart. Then le
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  • ...ally beneficial deity. Those who are able to successfully navigate Jiyva’s challenges and pitfalls will find a unique and rewarding gameplay. ...to worship the slime god early in the game and often as their character’s first and only god. This strategy guide assumes this to be your objective.
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  • '''Maxwell's Capacitive Coupling''' ('''MCC''') is a Level 8 [[Air Magic]] spell that al ...kills the closest enemy. It may also create harmless, transparent [[cloud]]s around the target. No monster is immune to this spell. If two or more creat
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  • ...ype of equipment slot that would fit all species, except maybe [[octopode]]s?). ...ollection of what it is like to fight your way through the various [[hell]]s or through [[Pandemonium]], not to speak of the [[Tomb]] or even a [[Ziggur
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  • ...is page refers to the [[artefact]]. For the obsolete spell, see [[Cigotuvi's Embrace (spell)]].'' [[File:Cigotuvi's embrace urand.png]] '''''the +4 Cigotuvi's embrace'''''
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  • #REDIRECT[[Storm Queen's shield]]
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  • ...th thrown tomahawks and javelins and them finishing them in melee. Okawaru's Hero ability was invaluable here, as my shielding and throwing was only med ...d the artefact will give me the same I decided to fight it. I used Okawaru's buffs, quaffed a potion of lignification to boost my armour and a potion of
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  • '''Gell's Gravitas''' is a level 3 [[Translocations|Translocation]] spell that pulls [[Warper]]s start with this spell available.
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  • ...ance and a pair of fairly obvious guarded treasure chambers behind [[door]]s. ...damage can be scary to frailer characters, so [[repulsion]] and [[shield]]s are quite useful.
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  • '''Tukima's Studio''' is a beautiful mirror-lined hall of black and white marble. This ...ng weapons, which include rarer [[ranged weapon]]s like [[triple crossbow]]s, loot includes artefact [[armour]] and a [[phantom mirror]].
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  • '''Wucad Mu's Monastery''' is a quiet, seemingly empty place locked in perpetual autumn. Unlike most [[Wizlab]]s, there are very few actual monsters to fight in the monastery. The only com
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  • The bulk of Cigotuvi's Fleshworks is devoted to cells that house test subjects in various stages o ...y things. After that lies a central, circular chamber that houses Cigotuvi's flesh golem.
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  • ...ped into a single-tile room which you can exit through one of four [[door]]s. Beyond that lies a small foyer with two exits, followed by a massive chamb ...some of the monsters you'll fight will be smart enough to pick up the tomb's loot and use it against you.
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  • ...[Wizlab]] which reflects her taste for raw devastation. Among the [[cloud]]s of purple fog reside deep elven and draconian students of the destructive a ...located in one of the corners of the outer wall, out of any immediate harm's way. If you don't feel up to handling this area, don't be afraid to turn an
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  • ...with powerful undead, as well as an inner chamber which houses Zonguldrok's remains and the guardians of the shrine. ...of treasure chambers, filled with an assortment of [[potion]]s, [[scroll]]s, and the evil [[Sword of Zonguldrok]], a powerful artefact [[double sword]]
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  • [[File:Spider entry.png]] The '''Spider's Nest''' [[branch]] is a crumbling 4-floor [[branch]] filled with all manner Spider's entrance is located between [[Lair]]:2 and Lair:3. If you find Spider, you
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  • #REDIRECT [[Fencer's gloves]]
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  • [[File:Fencer's_gloves.png]] '''''the +0 pair of fencer's gloves'''''<ref>{{source ref|0.30.1|art-data.txt|1022}}</ref> *Prior to [[0.28]], the fencer's gloves would stack with the riposte of [[Long Blades]], for a total of 66%
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  • [[File:New bk barding.png]] '''''the +10 Black Knight's barding''''' The '''Black Knight's barding'''<ref>{{source ref|0.31.0|art-data.txt|1199}}</ref> has excellent
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  • #REDIRECT [[Maxwell's patent armour]]
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  • ...price. His unorthodox materials left it with certain shortcomings, but he's yet to have anyone come back for a refund.}} [[File:Maxwell's_patent_armour.png]] '''''the +15 Maxwell's patent armour'''''
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  • #REDIRECT [[Captain's cutlass]]
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  • #REDIRECT [[Lehudib's crystal spear (unrand)]]
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  • #REDIRECT [[Lehudib's Crystal Spear]]
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  • [[File:Lehudib's_crystal_spear_(weapon).png]] '''''the +6,+6 Lehudib's crystal spear''''' '''Lehudib's crystal spear''' is a very useful item if you have decent [[Throwing]] skil
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  • Obviously none, although '''Lear's chain mail''' is nowhere near as bad as the [[robe of Misfortune]] or [[rob *Lear's chain mail was removed in [[0.13]]. [[Lear's hauberk]] was introduced in its place.
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  • [[File:Vampire's_tooth.png]] '''''the +8 Vampire's Tooth''''' ...plant]] targets. It is a strong weapon - but like all [[Short Blades]], it's less effective against high [[AC]] enemies. [[Might]] or high amounts of [[
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  • ...ade by Spriggans, or for Spriggans, or possibly from Spriggans. Anyway, it's in some way associated with those fey folk. [[File:Spriggan's_knife.png]] '''''the +7 Spriggan's Knife'''''
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  • '''Eringya's Surprising Bouquet''' was a spell only available in very early pre-''Stone ...ard Laboratory|wizard laboratories]], before the introduction of [[Eringya's Noxious Bog]].
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  • [[File:Delatra's gloves.png]] '''''the +1 Delatra's gloves''''' <br>[[potion of magic|Recovers the user's MP]] when they read unknown scrolls.
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  • #REDIRECT [[Onei's 3-rune Interdimensional Feline Kidnapping Walkthrough - FeSu^Gozag/Jiyva]]
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Page text matches

  • ...For example, there's less emphasis on character classes (or [[background]]s in Crawl parlance); your character is defined more by their [[skills]], [[s ...or edited a wiki before, don't worry! It's not very challenging and there's a very useful [[Help:Contents|help section]] explaining how to get started.
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  • In ''Dungeon Crawl'', '''species''' selection determines a character's stats, recommended backgrounds, skill aptitudes, special abilities and equi ...Armataur]] (At):''' A scaly, four-legged mammalian hybrid which [[rampage]]s into combat, increasing their regeneration as they do so.
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  • ...apon all the way until [[Zot]]. For magic, you have spells like [[Borgnjor's Vile Clutch]] that, once invested, will work for most of the midgame. ...want to have a competent killing skill by the time you enter the [[Lair]]'s rune branches. This doesn't mean you can't switch skills later... just make
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  • ...AC]] than most [[list of draconians|draconians]], and can summons [[hydra]]s to her side. She always spawns with a [[quarterstaff]]. *[[The Spider's Nest]]: 3-4
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  • ...b]]'s abilities. The reduction is improved every three [[experience level]]s as per table below. ...eration can seem brutal, but other sources of healing (such as [[Makhleb]]'s heal on kill) can get around it - see below for details. In exchange, DD ha
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  • ...llent skill in [[Invocations]], making them better at using certain [[god]]s' abilities. Also, Hill Orcs are alright at magic, with decent aptitudes in Melee Hill Orcs are very similar to [[Minotaur]]s. Their differences are listed below:
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  • ...nus in water can also come in handy, particularly in water-themed [[vault]]s, the [[Shoals]], the [[Swamp]], and parts of the [[Abyss]]. ...e to the [[mesmerise|mesmerisation]] attempts of [[mermaid]]s and [[siren]]s.
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  • ...uble with [[buckler]]s and [[kite shield]]s, and can't use [[tower shield]]s. * [[Javelin]]s are replaced with [[boomerang]]s.
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  • ...berd]]s, [[scythe]]s, [[glaive]]s, [[bardiche]]s, [[longbow]]s, [[javelin]]s, and anything medium-sized species can't wield. ...s]], [[double sword]]s, [[trident]]s, [[demon trident]]s, and [[broad axe]]s, are two-handed weapons to them.
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  • ...ccur naturally, and can only be encountered if summoned by a [[curse toe]]'s [[Summon Mushrooms]]. ...t of deathcaps is the curse toe itself, who'll [[torment]] you. A deathcap's attacks can finish off players who've been tormented to low HP. The amount
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  • ...[[glaive]]s, [[bardiche]]s, [[longbow]]s, [[triple crossbow]]s, [[javelin]]s, and anything medium-sized species can't wield. ...s]], [[double sword]]s, [[trident]]s, [[demon trident]]s, and [[broad axe]]s, are two-handed weapons to them.
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  • ...e also prevents them from gaining full protection from body armour. A Naga's biggest forte is stealth: Nagas are very good at moving unnoticed. Their ta ...pit poison; the accuracy and damage of this poison increases with the Naga's experience level.}}
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  • **Centaurs can equip [[centaur barding]]s, but not [[boots]]. ...s and [[Felid]]s), means that you're less likely to die from [[orc priest]]s and the like. They have an amazing [[Bows (skill)|Bows]] aptitude, but any
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  • ..., they can use [[giant club]]s, [[giant spiked club]]s, and [[large rock]]s. ...[[troll leather armour]], and [[dragon scales]]). In addition, [[buckler]]s are too small for them to use.
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  • ..., they can use [[giant club]]s, [[giant spiked club]]s, and [[large rock]]s. ...[[troll leather armour]], and [[dragon scales]]). In addition, [[buckler]]s are too small for them to use.
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  • ...s get a secondary melee attack from their horns, but cannot wear [[helmet]]s. ...any of their recommended backgrounds will make use of all of the Minotaur's strengths.
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  • ...]''': Tengu have beaks and talons, which give them two [[auxiliary attack]]s in melee combat. **Tengu cannot wear [[boots]] or [[helmet]]s, but can wear [[hat]]s.
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  • *Draconians' wings and oddly-shaped heads prevent them from wearing [[helmet]]s or any form of [[body armour]]. They can't cast [[Animate Armour]]. *Breath: A bolt of noxious fumes that leaves behind [[Mephitic Cloud]]s on the affected tiles.
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  • ...ever distant. Demigods look more or less like members of their mortal part's species, but they are extremely robust and can draw on great supplies of ma *'''[[Forlorn]]''': Demigods cannot worship any [[god]]s.
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  • ...and can't wield weapons of holy wrath. However, they aren't true [[demon]]s, so you don't get any of the demonic resistances by default (e.g. no poison ...n can be a moderately difficult race to play. They are similar to [[Human]]s, but with worse aptitudes and leveling. To compensate, you'll get random mu
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  • **Mummies cannot gain [[mutation]]s, use [[talisman]]s, or be [[polymorph]]ed. When mutated, they receive [[stat]] penalties inste ...d [[holy wrath]]-[[brand]]ed weapons. They may not worship the [[good god]]s ([[The Shining One]], [[Zin]], or [[Elyvilon]]) or wield weapons of holy wr
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  • **Ghouls cannot gain [[mutation]]s, use [[talisman]]s, or be [[polymorph]]ed. When mutated, they receive [[stat]] penalties inste ...d [[holy wrath]]-[[brand]]ed weapons. They may not worship the [[good god]]s ([[The Shining One]], [[Zin]], or [[Elyvilon]]) or wield weapons of holy wr
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  • ...in sight as well as the 8 squares surrounding it with semi-random [[cloud]]s. Evoking the vane will create dangerous [[cloud]]s around monsters, chosen randomly. Each tile can get a different type of clo
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  • **Vampires can never cast [[Borgnjor's Revivification]] or [[Death's Door]], nor can they enter [[Death Form]]. ...natural abilities Exsanguinate and Revivify. Both abilities take 60 [[aut]]s (6 turns) to complete. Additionally, when transitioning from Bloodless back
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  • ...ch makes it usable against creatures with cold immunity (like [[ice beast]]s or [[simulacra]]). [[Reaver]]s start with this spell in their libraries.
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  • **Felids lack opposable thumbs and cannot wield [[weapon]]s, [[throw]] items, or evoke [[magical staves]]. They may still evoke [[wands **Felids can still wear [[jewellery]], drink [[potion]]s, and read [[scroll]]s.
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  • ...a tentacle lacks fingers, two tentacles are a rough equivalent of a human's arm where item manipulation is concerned - including wielding two-handed we *Octopodes cannot use any type of armour other than [[shields]] and [[hat]]s, nor can they cast [[Animate Armour]].
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  • ...ptitude are [[Earth Magic|earth]], [[Fire Magic|fire]], and [[conjuration]]s. They advance in levels at a similar rate to [[Elf|common elves]]. ...nchanter]]s, [[Fire Elementalist]]s, [[Earth Elementalist]]s and [[Healer]]s.
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  • ...though all other external regeneration sources fail.<br>For this mutation's history, see [[Inhibited Regeneration#History]]. [[Ghoul]]s start at rank 1.<br>[[Vampire]]s have this mutation when Bloodless, and thus unable to get it randomly.
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  • ...n experience. They can be changed by equipment, abilities, and [[mutation]]s. They may be damaged by monster abilities; if any stat is reduced to 0 or b ...es have the same stat total; [[Demigod]]s have the highest stats, [[Gnoll]]s have the lowest.
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  • ...ll success]] rates, and [[stealth]]. Other types of armour, like [[helmet]]s and [[boots]], provide AC with no penalty. ...(such as from [[Shock]] or [[Lightning Bolt]]) ignores half of the target's AC. <code>BEAM_FRAG</code> damage (such as from [[Sandblast]] or a [[tin of
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  • ...ck is resolved, a target's current EV is rolled and compared to the attack's [[to-hit]] roll, factoring in any relevant situational modifiers. Only if t The calculation to determine a character's total EV is complex and factors in many different skills and attributes.
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  • '''Strength''' (or STR) is one of a character's three main [[attributes]], along with [[dexterity]] and [[intelligence]]. ...arm]]s, [[Staves]], [[Throwing]]), [[Unarmed Combat]], [[auxiliary attack]]s, [[constriction]].
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  • '''Dexterity''' (or DEX) is one of a character's three main [[attributes]], along with [[strength]] and [[intelligence]]. It ...attack]]s, and DEX was not the sole stat to increase [[SH]] with [[shield]]s.
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  • '''Intelligence''' (or INT) is one of a character's three main [[attributes]], along with [[strength]] and [[dexterity]]. Chara
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  • ...shows your current hit points, while the Y shows your maximum. [[Monster]]s and a wide variety of other effects will all reduce your current HP, but th If at any time your character's current HP reaches 0 or lower, you [[death|die]] and your game is over. You
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  • '''Stat death''' occurs 90 turns after one of a character's primary [[attributes]] ([[Strength]], [[Intelligence]], or [[Dexterity]]) l ...ecial attacks of certain monsters ([[brain worm]]s, [[quasit]]s, [[shadow]]s, etc.). Although all three stats can be drained, INT is by far the one mos
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  • *Monsters are vulnerable to high-tier [[stab]]s. [[Formicid]]s are immune to paralysis due to their [[stasis]].
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  • A '''background''' (also known as a '''class''') is your character's occupation, i.e. what they have learned prior to entering the [[Dungeon]]. ...ould try out [[Berserker]] and [[Fighter]]. Berserker starts with [[Trog]]'s [[berserk]] ability, while Fighters enter with better-than-average weapon a
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  • [[Fire Elementalist]]s start with Foxfire memorized. ...[foxfire (monster)|foxfire entities]] on empty tiles (no monsters, [[wall]]s, etc.) adjacent to the caster. If there are no valid tiles, they fail to sp
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  • **[[Formicid]]s can choose to receive a [[quarterstaff]] (as it is one-handed to them). *Chosen Weapon's Skill: 2
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  • In comparison to [[Fighter]]s, Gladiators begin with lighter armour, some [[Dodging]] skill, and a few [[ [[Felid]]s are forbidden from becoming Gladiators. A Felid [[Fighter]] or [[Monk]] wou
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  • [[Demigod]]s cannot be Monks, as they refuse to worship a god. These are adjusted by your species' [[aptitude]]s.
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  • [[Felid]]s are forbidden from becoming Brigands because they cannot throw darts. A Fel *9 [[poison]]ed [[dart]]s
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  • [[Demigod]]s may not become Berserkers (or any other religious background). ...erserk, robbing them of one of this background's main benefits. [[Vampire]]s also face difficulty as Berserkers, as they cannot go berserk if they are b
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  • ...nd disorder in the [[Dungeon]], and must do so unflaggingly to earn Lugonu's favour. [[Demigod]]s cannot be Abyssal Knights, as they cannot worship Lugonu (or any other god)
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  • ...enchanted leather armour, a simple weapon of their choice, and one of Xom's choice.}} [[Demigod]]s cannot be Chaos Knights (or any other religious class).
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  • Neither [[demigod]]s nor [[gargoyle]]s can be death knights, as neither can worship Yredelemnul. These are adjusted by your species' [[aptitude]]s.
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  • '''Healers''' are followers of [[Elyvilon]] the Healer. Elyvilon's creed is one of pacifism, and her worshipers can actually pacify monsters b [[Demigod]]s, [[Demonspawn]], [[Ghoul]]s, [[Mummies]], and [[Vampire]]s may not be Healers, as they are banned from worshipping Elyvilon.
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  • [[Demigod]]s, [[Mummies]], [[Demonspawn]], [[Ghoul]]s, and [[Vampire]]s cannot be Priests. [[Hill Orc]] Priests serve [[Beogh]] instead of Zin. These are adjusted by your species' [[aptitude]]s.
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