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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.
    3 KB (409 words) - 21:10, 13 September 2023
  • See also [[List of attack spells and beams by maximum damage]]. == All spells and abilities ==
    3 KB (357 words) - 00:17, 27 May 2014
  • The damage specified is (approximately) maximum and average damage is half that. Generation is done approximately by throwing t See also [[Table of attack spells and beams by maximum range]].
    3 KB (376 words) - 20:53, 28 May 2014
  • ...ery important, as almost all species need to eat, or they will grow hungry and eventually die of starvation. Luckily, there are plentiful sources of nutri ...food than others, but all characters burn food more quickly when fighting and/or casting spells.
    12 KB (1,692 words) - 19:31, 12 October 2022
  • [[File:Gyre and Gimble.png]] '''''the +8 pair of quick blades "Gyre" and "Gimble"''''' ...s of Short Blades to an extreme - they are impacted more by 'flat' bonuses and enemy [[AC]].
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  • ...'t win a fight, and sometimes the best thing to do is to run. Knowing when and how to escape a deadly situation is an essential part of playing ''Crawl''. ...number of escape options, as well as means of healing, disabling monsters, and many other things which just might save your life.
    17 KB (2,839 words) - 03:18, 28 December 2023
  • This is a collection of random tips and tricks for those who are starting to play ''Dungeon Crawl''. ...puter to do something else, then come back later -- some time to calm down and think can often let you salvage a situation that originally looked hopeless
    11 KB (2,007 words) - 07:23, 1 December 2023
  • ...i>s [[list of arthropods|arthropods]], they are largely weak to [[poison]] and lack endoskeletons, meaning they cannot be raised as [[skeleton]]s. ...ly swift worms with painful bites that can [[Harpoon Shot|pull passersby]] into the murk of [[the Swamp]].
    3 KB (422 words) - 07:18, 5 February 2022
  • 27 bytes (3 words) - 15:05, 6 February 2013
  • 27 bytes (3 words) - 06:55, 24 July 2013
  • ...ile they don't have any breath weapons, their bites are usually dangerous, and many of them are comfortable swimming through [[water]]. Fortunately, they Reptiles and amphibians are most common around the [[Lair]] and its branches, being replaced by greater, more intelligent threats later in
    6 KB (853 words) - 23:38, 25 July 2022
  • #REDIRECT [[Gyre and Gimble]]
    29 bytes (4 words) - 08:10, 12 February 2015
  • {{spellbook|There-And-Back Book}} ...[https://en.wikipedia.org/wiki/The_Hobbit The Hobbit]'', subtitled ''There and Back Again''.
    436 bytes (63 words) - 01:51, 1 March 2022

Page text matches

  • ...parlance); your character is defined more by their [[skills]], [[species]] and choice of [[God|deity]] than their background. ...r added to or edited a wiki before, don't worry! It's not very challenging and there's a very useful [[Help:Contents|help section]] explaining how to get
    8 KB (1,085 words) - 18:32, 1 March 2024
  • Includes [[giant club]]s and [[giant spiked club]]s, but not [[large rocks]].<br>As the lower pair of ar
    875 bytes (122 words) - 13:33, 10 May 2023
  • ...ies; most are essentially humanoid, although some are human-animal hybrids and a few are even stranger. ...mataur]] (At):''' A scaly, four-legged mammalian hybrid which [[rampage]]s into combat, increasing their regeneration as they do so.
    7 KB (1,052 words) - 11:27, 9 February 2024
  • ...spaces in the dungeon, they are refreshed and invigorated, rapidly healing and recovering magic. They are also the most versatile of all species - having ...Unlike exploration piety, this still works when uncovering [[deep water]] and [[lava]] around the map border, but it doesn't work in the [[Temple]].
    5 KB (753 words) - 21:55, 4 February 2024
  • ...e-target damage than even [[Fireball]], it hits every enemy on the screen, and the explosions can overlap. This makes it a great spell against groups (tha ...Once a few jellies have spilled out, just 2-3 casts are enough to kill TRJ and most of its allies. Just watch out for [[rockslime]]s afterwards.
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  • ...s have more [[HP]] and [[AC]] than most [[list of draconians|draconians]], and can summons [[hydra]]s to her side. She always spawns with a [[quarterstaff When she reaches half health, she transforms into her true form - [[#Dragon Form|see below]] for details.
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  • ...gic, but are highly skilled with most other forms of magic, especially Air and Charms.}} ...Intelligence]] of 11 and [[Dexterity]] of 10 (before Background modifiers) and have one extra base [[magic points|magic point]].
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  • ...becoming weaker and losing all colouration. They are poor at melee combat and physical defense, although they are capable at using bows in ranged combat. Deep Elves have a base [[Strength]] of 5, [[Intelligence]] of 12 and [[Dexterity]] of 10 (before Background modifiers). They have two extra base
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  • ...perlative transmuters, and are comfortable dabbling in necromantic, poison and elemental magic. As fighters, they are often more dangerous unarmed than ar ...or Sludge Elves, elven armour impeded spellcasting less than other armours and improved their effective [[Armour skill]]. They were slightly more accurate
    2 KB (282 words) - 13:24, 28 August 2023
  • ...reserves of magic. They are passively able to reduce all incoming damage, and their empathy with the earth allows them to sense their surroundings; these ...vine assistance for healing. They are most at home with the magic of earth and death, eventually gaining some resistance to the dark powers of necromancy.
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  • ...ins (the Cave Orcs) possess below the ground, descend in search of plunder and adventure. ...using missile weapons. Hill Orcs are passable users of most types of magic and are particularly skilled with Fire.
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  • ...as well as in the water. Experts at swimming, they need not fear drowning and move very quickly through water. ...he most efficient ways to fight underwater. They therefore prefer polearms and short swords above all other weapons, though they can also use longer sword
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  • ...ut half the size of Humans, live in small villages. They live simple lives and have simple interests. Sometimes a particularly restless Halfling will leav ...hy and dextrous, but are poor at magic (except for charms, translocations, and air magic). They advance in levels as rapidly as Humans. Halflings cannot w
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  • ...melee attacks inflict both [[sickness]] and [[retching]] in their victims, and upon death, their body spills out a rapidly expanding [[cloud]] of [[miasma ...at range. The miasma will spread faster than you can walk or slither away, and no one wants to rot any more than they absolutely have to.
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  • ...wn origin. They are well suited to lurking in the darkness of the Dungeon, and have a reduced range of vision which also reduces the range at which they c ...makes them unable to wield large weapons, but they are agile and stealthy, and advance in levels as quickly as Humans.}}
    5 KB (684 words) - 05:22, 17 February 2024
  • ...your allies from anywhere within its [[LOS]]. They do not occur naturally, and can only be encountered if summoned by a [[curse toe]]'s [[Summon Mushrooms ...een tormented to low HP. The amount of mushrooms can make it hard to move, and their [[confusion]]-branded melee can make it harder to fight the toe.
    702 bytes (108 words) - 15:14, 11 August 2023
  • ...re small magical creatures distantly related to Elves. They love to frolic and cast mischievous spells. ...ze makes them unable to wear most armour. They cannot wield large weapons, and even most smaller weapons require both hands to be wielded by a Spriggan.}}
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  • ...isible creatures, and have tough skin, but their tails are relatively slow and cannot move them around as quickly as can other creatures' legs (this only Nagas can spit poison; the accuracy and damage of this poison increases with the Naga's experience level.}}
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  • ...at specific weapon skills. They advance quite slowly in experience levels and are rather sub-par at using magic. Like Nagas, they receive reduced protect *Centaurs are hybrids, half-horse and half-man:
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  • {{flavour|Ogres are huge, chunky creatures who are very strong and robust, but are not nimble at all. They possess a raw talent for magic, but Their preferred methods of avoiding beatings are dodging and the use of shields, but they can also use armours made from magical hides,
    5 KB (788 words) - 03:56, 15 January 2024
  • ...even the most terrible wounds. However, they are hopeless at spellcasting and learn most skills very slowly.}} **Like all large creatures, they receive an [[EV]] and [[Dodging]] penalty.
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  • ...a species of hybrids, posessing human bodies with bovine heads. They delve into the Dungeon because of their instinctive love of twisting passageways. ...an <code>[[XL]] + 22.5</code>% chance. This equates to roughly 25% at XL2 and 50% at XL27.
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  • ...and boots. Their magical nature helps them evade attacks while in motion, and despite their lack of wings, more experienced Tengu can magically fly. ...oor at ice and earth magic. Tengu do not appreciate any form of servitude, and so are poor at using invocations. Their light avian bodies cannot sustain a
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  • ...e on a variety of colours. This happens at an early stage in their career, and the colour is determined by chromosomes, not by behaviour. ...ity on the part of the player. They are good general-purpose spellcasters, and typically their spellcasting aptitudes will adapt slightly when they gain a
    8 KB (1,232 words) - 14:12, 17 January 2024
  • ...like members of their mortal part's species, but they are extremely robust and can draw on great supplies of magical energy. ...ence than any other species, gain skills slightly less quickly than Humans and, due to their status, refuse to worship any god.}}
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  • Demonspawn advance slowly in experience and learn most skills slightly slower than Humans, although they are talented a ...r [[The Shining One]]), have vulnerability to [[holy]] and [[holy wrath]], and can't wield weapons of holy wrath. However, they aren't true [[demon]]s, so
    4 KB (592 words) - 03:02, 15 January 2024
  • {{flavour|These are undead creatures who travel into the depths in search of revenge, redemption, or just because they want to. ...ght them into unlife also grant them a special connection with the divine, and as they increase in levels, they become increasingly in touch with the powe
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  • ...undead creatures that sleep in their graves for years on end, only to rise and stalk the living. Slain foes heal these monstrous beings as they feast on t ...h their claws and, due to their contact with the grave, can use ice, earth and death magic without too many difficulties.
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  • ...and poisonous gas. At the highest tiers of power storm clouds, acidic fog and clouds of negative energy become available.}} ...ions]] skill determines not only the type of clouds, but also their number and duration.
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  • ...ly, but will lose all undead powers. Upon growing, they learn to transform into fast-moving bats. Unlike other undead species, they may be mutated normally **Vampires are vulnerable to [[holy]] damage, weapons of holy wrath, and [[Dispel Undead]]. (However, Dispel Undead will never be used against the p
    8 KB (1,216 words) - 16:24, 3 March 2024
  • ...y the least. Spells like [[Cigotuvi's Dreadful Rot]], [[Gell's Gravitas]], and [[Iskenderun's Mystic Blast]], or abilities like [[Fedhas]]' Wall of Briars ...ast those spells. When enemies do get into range, you'll deal extra damage and have more AC.
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  • ...d, or, in at least one case, eviscerated their former masters and gone out into the world. While fully capable of using speech and most forms of magic, Felids are at a serious disadvantage due to their inab
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  • ...and-capable relatives of common octopuses can move about as fast as humans and yet retain the ability to swim underwater, although their dual adaptation i Octopodes have eight tentacle-shaped legs, and need four of them to move. While a tentacle lacks fingers, two tentacles ar
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  • ...minimal degree of aptitude are [[Earth Magic|earth]], [[Fire Magic|fire]], and [[conjuration]]s. They advance in levels at a similar rate to [[Elf|common ...njurer]]s, [[Enchanter]]s, [[Fire Elementalist]]s, [[Earth Elementalist]]s and [[Healer]]s.
    2 KB (265 words) - 16:45, 20 July 2023
  • ...ir Magic]], and [[Enchantments]] (and were fairly good with bladed weapons and [[Spellcasting]]). They also leveled faster than the other elven races, th ...ght]]s, [[Transmuter]]s, [[Healer]]s, [[Reaver]]s, [[Stalker]]s, [[Monk]]s and [[Warper]]s.
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  • ...than their common ogre relatives they nevertheless have great [[strength]] and can survive a lot of punishment. They advanced in level very slowly, needin ..., they required more experience to advance in level, had fewer hit points, and could not eat raw meat unless hungry (which pre-0.5 ogres could).
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  • ...rticularly in [[Air Magic]], but they had little talent for [[Necromancy]] and [[Earth Magic]]. ...[[Ice Elementalist]]s, [[Air Elementalist]]s, [[Stalker]]s, [[Assassin]]s and [[Hunter]]s.
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  • [[Jiyva]]'s regen and [[Trog]]'s Hand function normally, though all other external regeneration s ...oul]]s start at rank 1.<br>[[Vampire]]s have this mutation when Bloodless, and thus unable to get it randomly.
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  • ...[[Earth Magic|Earth mages]], having a superlative aptitude for that skill and good aptitude for [[Conjurations]], though they were somewhat held back by ...]]s, [[Crusader]]s, [[Enchanter]]s, [[Earth Elementalist]]s, [[Stalker]]s, and [[Assassin]]s.
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  • ...nection with the blood of the earth gives them a particular talent at fire and earth magics. Their spell success is significantly less encumbered by armou ...rtisans and smiths, employed in ancient times by even the gods themselves, and this spiritual history makes them exceptional at invoking divine aid. They
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  • ...grow as you gain experience. They can be changed by equipment, abilities, and [[mutation]]s. They may be damaged by monster abilities; if any stat is red ...([[SH]]). Your character also has a limited reserve of [[hit points]] (HP) and [[magic points]] (Magic or MP).
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  • ...success]] rates, and [[stealth]]. Other types of armour, like [[helmet]]s and [[boots]], provide AC with no penalty. ...rent AC value. An AC of 10 will reduce damage by a random number between 0 and 10. This applies to damage that would traditionally ignore armour in other
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  • ...beam attacks. When an attack is resolved, a target's current EV is rolled and compared to the attack's [[to-hit]] roll, factoring in any relevant situati ...ine a character's total EV is complex and factors in many different skills and attributes.
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  • ...s one of a character's three main [[attributes]], along with [[dexterity]] and [[intelligence]]. ...[[shield]]s. This lowers the penalty on [[ev]]asion, spellcasting success, and [[ranged weapon]] attack speed.
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  • ...is one of a character's three main [[attributes]], along with [[strength]] and [[intelligence]]. It is important if you want to have high evasion. ...stat, though strength is often more impactful for heavy armour characters, and intelligence for dedicated spellcasters.
    2 KB (361 words) - 16:31, 2 October 2023
  • ...is one of a character's three main [[attributes]], along with [[strength]] and [[dexterity]]. Characters who plan on using any of the various schools of m
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  • ...hows your current hit points, while the Y shows your maximum. [[Monster]]s and a wide variety of other effects will all reduce your current HP, but this [ ...any time your character's current HP reaches 0 or lower, you [[death|die]] and your game is over. You can avoid this by resting between battles, quaffing
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  • *By 1 at a time, and affected (and thus blocked) by [[sustain abilities]]: ...ank 1 can generally be kept in check by your natural regeneration; ranks 2 and 3 of this mutation are eventually lethal, however.
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  • {{flavour|You are paralysed, and completely unable to act.}} ...to almost 0, <code>2 + [[Evasion#Base EV|size_factor]]</code> for players, and set to 0 EV for monsters.
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  • ...]]. Your background determines your starting [[skills]], stats, [[items]], and (in the case of religious backgrounds) your [[god]]. ...[[berserk]] ability, while Fighters enter with better-than-average weapon and armour, including a [[shield]]. If you would rather play a mage, try a [[Co
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