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  • ...rshiping any god. They have excellent [[stat|attribute]] growth, but learn skills and gain levels slowly. *'''[[Djinni]] (Dj):''' A spirit of smokeless fire that powers their magic with their own life force. They spontaneously gain spells as they grow inst
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  • ...also the most versatile of all species - having balanced aptitudes for all skills lets them adapt to use whatever they find.}} ...nd [[Dexterity]] of 8 (before Background modifiers) and have normal base [[magic points]].
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  • ...ith earth or poison magic, but are highly skilled with most other forms of magic, especially Air and Charms.}} ...of 10 (before Background modifiers) and have one extra base [[magic points|magic point]].
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  • ...ey developed their mental powers, evolving a natural gift for all forms of magic, and adapted physically to their new environment, becoming weaker and losin ...exterity]] of 10 (before Background modifiers). They have two extra base [[magic points]].
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  • ...smuters, and are comfortable dabbling in necromantic, poison and elemental magic. As fighters, they are often more dangerous unarmed than armed. They advanc *+4 [[magic resistance]] per level.
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  • ...nce to heal, but doing so will gradually deplete their maximum reserves of magic. They are passively able to reduce all incoming damage, and their empathy w ...ften rely on divine assistance for healing. They are most at home with the magic of earth and death, eventually gaining some resistance to the dark powers o
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  • ...od at using missile weapons. Hill Orcs are passable users of most types of magic and are particularly skilled with Fire. ...nd [[Dexterity]] of 6 (before Background modifiers) and have normal base [[magic points]].
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  • ...extrous, but are poor at magic (except for charms, translocations, and air magic). They advance in levels as rapidly as Humans. Halflings cannot wield large ...asion]] and [[stealth]] (beyond just having good aptitudes in the relevant skills).
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  • ...th short blades, maces or crossbows, and are comfortable with all forms of magic. They are also very adept at using magical devices. Their small size makes ==Starting Skills and Equipment==
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  • ...elemental spells. On the other hand, they are excellent at other forms of magic, and are very good at moving silently and quickly. So great is their speed ...[[Dexterity]] of 10 (before Background modifiers). They have +1 to base [[magic points]].
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  • ...advance quite slowly in experience levels and are rather sub-par at using magic. Like Nagas, they receive reduced protection from the body armour they wear *+3 [[magic resistance]] per level.
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  • ...trong and robust, but are not nimble at all. They possess a raw talent for magic, but are poor at making use of magical devices. Ogres mature almost as quic ...9, and [[Dexterity]] of 4 (before Background modifiers) and normal base [[magic points]].
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  • ...terrible wounds. However, they are hopeless at spellcasting and learn most skills very slowly.}} ...rity]] of 5 (before Background modifiers) and one less base [[magic points|magic point]] than normal.
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  • ...y good at all forms of physical combat, but are awful at using any type of magic. They can wear all armour except for some headgear. When in close combat, M ...xterity]] of 5 (before Background modifiers). They have -1 to their base [[magic points]].
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  • ...y armour and advance very slowly in levels, but are reasonably good at all skills other than missile weapons, and they develop natural physical defenses that ...ck you). Certain colours will receive a somewhat poor aptitude (-2) to one magic school; in many cases, this does not majorly affect game play.
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  • ...nside, they advance more slowly in experience than any other species, gain skills slightly less quickly than Humans and, due to their status, refuse to worsh ...Dexterity]] of 9 (before Background modifiers). They have two extra base [[magic points]].
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  • ...s slightly slower than Humans, although they are talented at some forms of magic. They learn Invocations especially quickly, although the good gods will not ==Starting Skills and Equipment==
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  • ...aws and, due to their contact with the grave, can use ice, earth and death magic without too many difficulties. ...[[Dexterity]] of 4 (before Background modifiers). They have normal base [[magic points]].
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  • ...nd [[Dexterity]] of 9 (before Background modifiers) and have normal base [[magic points]]. ==Starting Skills and Equipment==
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  • While fully capable of using speech and most forms of magic, Felids are at a serious disadvantage due to their inability to use armour ...ey are skilled with many forms of magic, though less so with raw elemental magic.
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  • ...n [[Air Magic]], but they had little talent for [[Necromancy]] and [[Earth Magic]].
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  • ...lacking the dexterity to excel at other forms of combat. Their reserves of magic are somewhat poor, though they still make passable spellcasters, and their *'''Runic Magic''': The [[encumbrance rating]] of all armour you wear is reduced by 1/2 for
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  • ...determine a character's total EV is complex and factors in many different skills and attributes. ...o-hit]] number is 1500 (the magic number AUTOMATIC_HIT) or greater (e.g. [[Magic Dart]]), it automatically hits.
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  • ...or to entering the [[Dungeon]]. Your background determines your starting [[skills]], stats, [[items]], and (in the case of religious backgrounds) your [[god] ...move forward from. Your choice of [[species]], however, will make certain skills easier to learn than others, and your background helps determine your start
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  • ...other powers, should they prove worthy), but who forbids the use of spell magic. They enter the Dungeon with a weapon of their choice, and dressed in anima ==Starting Skills and Stats==
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  • ==Starting Skills and Stats== Abyssal Knights begin with melee-oriented skills, supplemented by Lugonu's invocations. You start with enough [[piety]] to u
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  • ...non-hostile monsters, letting their allies die, or using any form of evil magic or weapons. ==Starting Skills and Stats==
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  • ...warriors in their own rights, Skalds practice a form of augmenting battle magic that is either chanted or sung. Unique to the highlands in which they origi ...kalds''' are warriors who use magical [[Charms]] to bolster their fighting skills. Because heavy armour hinders spellcasting, many of them prefer lighter arm
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  • {{flavour|Transmuters specialise in transmutation magic, and can cause strange changes in themselves and others. They deal damage p '''Transmuters''' are magicians who specialise in [[Transmutations]] magic. They are best described as kung-fu mad scientists, but initial survival is
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  • '''Stalkers''' are [[assassin]]s who have studied [[Transmutations]] magic, using alchemical effects and transformations as a means to kill their vict ==Starting Skills==
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  • {{flavour|Warpers specialise in translocation magic, and are experts in travelling long distances and positioning themselves pr '''Warpers''' specialize in [[Translocations]]. While their school of magic lacks destructive power, they enter the [[Dungeon]] with a bit more combat
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  • ==Starting Skills and Stats== Enchanters are one of the few magic starts not to get an XL 1 spell, but have 2 potions of invisibility to make
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  • ==Starting Skills and Stats== *[[Fire Magic]]: 1
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  • ...ve magic of conjuration spells. Like Wizards, the Conjurer starts with the Magic Dart spell, in their case from a library of destructive conjurations.}} *[[Potion of magic]]
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  • ...ea 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. They also '''Hedge Wizards''' are magicians who do not specialize in any area of magic, making them a jack of all trades, master of none when compared to more foc
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  • *[[Potion of magic]] ==Starting Skills and Stats==
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  • ...[[Conjurations]], but leaves them without any sort of support or defensive magic in the early game. *[[Potion of magic]]
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  • *[[Potion of magic]] ==Starting Skills and Stats==
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  • '''Earth Elementalists''' are mages with a preference for [[Earth Magic]]. *[[Potion of magic]]
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  • ...ementalists have learned the Shock spell. Later on, their selection of Air Magic spells provides them with the flexibility to survive.}} ...for their specialization. Air Magic is not as purely destructive as [[Fire Magic]], but offers a variety of other useful effects for [[Dungeon]]-delvers.
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  • ...The Necromancer is a magician who specialises in the less pleasant side of magic. Necromantic spells are a varied bunch, but many involve some degree of ris '''Necromancers''' are magicians who specialise in the less pleasant side of magic - that involving death and the [[undead]].
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  • {{flavour|Venom Mages specialise in poison magic, which is extremely useful in the shallower levels of the Dungeon where few '''Venom Mage''' are spellcasters who specialize in [[Poison Magic]]. Their toxic spells are effective against [[list of arthropods|insects an
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  • {{flavour| Artificers have built, bought or burgled an assortment of magic wands to help them through the early Dungeon. Wands have a limited number o ==Starting Skills and Stats==
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  • ...-trades, masters of none". They start the game with a random assortment of skills, items, and maybe spells.}} ...s in a wanderer's starting inventory heavily correlate with their starting skills.
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  • ...s them to fight honorably. They must refrain from using [[poison]], unholy magic or items, or attacking while [[invisibility|invisible]]. Nor can they attac ==Starting Skills==
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  • '''Reavers''' are warriors who learn [[Conjurations]] (destructive magic) in order to complement their deadliness in combat. ==Starting Skills==
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  • ...nts who survive through sneakiness and quick wits, rather than violence or magic. They start with similar equipment to [[Assassin]]s, but no blowgun, and re == Starting skills ==
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  • ...ngeon has exposed their somewhat fragile minds to excessive amounts of its magic. ...tions have rendered Gnolls incapable of selective learning. They learn all skills equally at the same time, so it's hard for them to learn more about any one
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  • This is a list of all spells available for the player in Crawl, organized by magic school. ...orresponding skills. In particular, the elemental (and poison) skills add "Magic" to the name; and most of the other skill names are plural, while most of t
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  • ...ore AC is applied. The table below details the damage multiplier from your skills, tier, and weapon type: "Pure" [[Stealth]] is less viable than other offensive skills. The enemy always has a chance to wake up... and training only Stealth mean
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