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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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  • See also [[List of attack spells and beams by maximum damage]]. == All spells and abilities ==
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  • 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]].
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  • ...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.
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  • [[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.
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  • 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
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  • ...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]].
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  • 27 bytes (3 words) - 16:05, 6 February 2013
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  • ...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
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  • #REDIRECT [[Gyre and Gimble]]
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  • {{spellbook|There-And-Back Book}} ...[https://en.wikipedia.org/wiki/The_Hobbit The Hobbit]'', subtitled ''There and Back Again''.
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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
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  • Includes [[giant club]]s and [[giant spiked club]]s, but not [[large rocks]].<br>As the lower pair of ar
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  • ...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.
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  • ...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]].
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  • ...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
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  • ...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.}}
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  • ...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.
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  • ...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,
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  • ...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
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  • ...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
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  • {{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
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  • ...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.
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  • ...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.
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  • ...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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  • |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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  • ...er) which enters these clouds will suffer [[drain]], [[poison]], [[slow]], and take damage. Most enemies who aren't immune will try to avoid this, so the ...dditional slain enemies over the number of available tiles will still rot, and create an additional layer of miasma.
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  • Characters which are poison immune ([[Gargoyle]]s and [[undead]] species) cannot cast this spell. ...be good in branches full of poison, namely the [[Lair]], [[Spider's Nest]] and [[Snake Pit]].
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  • '''Death Channel''' is a level 6 [[Necromancy]] spell that raises monsters into [[spectral thing]]s. ...le active, it raises slain [[natural]], [[holy]], and [[demon]]ic monsters into [[spectral thing]]s 100% of the time. Spectral things are based on the mons
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  • ...s forth a small swarm of small demons to do battle with the caster's foes (and sometimes with each other!).<br>You can sustain at most eight creatures sum ...the demons are all dependent upon your [[spell power]], though the number and type are not.
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  • ...s. It wasn't entirely accurate, however; positions could be off by a tile, and it would only display the type of monster, not the specific monster ([[Sigm
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  • ...evealed details about nearby items, such as enchantment bonuses, [[ego]]s, and [[brand]]s. Higher [[spell power]] increased the odds of revealing useful i
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  • ...within a certain radius. Anything located would appear as a generic item, and no specific details would be revealed. It was disabled while exploring [[La ...s school of magic. The effect is still found through the [[Dowsing card]] and as a passive ability of [[Ashenzari]].
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  • ...If found early enough, [[Necromancer]]s can use it to take out [[wight]]s and other early-D enemies. ...tive against [[player ghost]]s; player ghosts often have tremendous AC/EV, and Dispel Undead ignores all defenses.
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  • ...nt back some distance. It's especially great against [[guardian serpent]]s and [[draconian shifter]]s, as [[Blink Allies Encircling]] can quickly surround Compared to [[Iskenderun's Mystic Blast]], Dispersal is 2 levels higher and isn't also a [[Conjurations]] spell. IMB deals damage, but Dispersal will n
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  • ...of [[fire vortex|fire vortices]]. Higher [[spellpower]] increases damage, and the chance of a 4-tile explosion. ...low HP and die after scoring a single hit, but can serve as a distraction and even get in the way of projectiles or spells. They will be hostile if you w
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  • ...ng around in [[shallow water]] or forced to find a way past [[deep water]] and [[lava]]. It also makes many smaller treasure [[vault]]s accessible, or at It is a spell that most characters will eventually have some use for, and requires the exact same skills at the same level necessary to cast [[Repel
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  • ...Healing''' is a monster-only spell which restores between <code>50</code> and <code>50 + 10 * [[HD]]</code> [[hit points]]. Note that monsters can cast t
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  • ...to an army, due to the snowball effect from spells like [[Death Channel]] and [[Infestation]]. This spell can also be useful to non-Necromancers, as its ...in the game can resist this slow''. This makes Haunt a good way to weaken (and ultimately deal with) nasty enemies.
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  • ...e blasts that never miss and is one of the main threats in [[Pandemonium]] and the [[Hell]] branches. ...y with damnation. These unholy forces harm the victim and anyone adjacent, and are not affected by any means of protection, such as armour or resistances.
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  • ...r be seen, namely [[unseen horror]]s, [[ghost moth]]s, [[shadow wraith]]s, and [[lorocyproca]]s.
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  • {{flavour|It weakens the willpower of the wielder and anyone they hex.}} ...ll you if you're unlucky. Other hexes - such as [[sleep]], [[banishment]], and [[confusion]] - range from annoying to directly lethal. Also, as an orb, it
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  • ...the LORD scattered them abroad from thence upon the face of all the earth: and they left off to build the city.”<br>-KJV Bible, Genesis 11:7-8.}}
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  • ...c Radiance]] ('''OTR''') is a level 4 [[Alchemy]] spell which both damages and [[poison]]s any creatures without poison resistance in the caster's [[line The damage can be split into two parts:
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  • ...ath, causing it to miss its target. It cannot be avoided by Dodging skill, and is able to make sharp turns to hit adjacent targets.}} ...th colliding orbs have traveled 2 or more tiles, it will create a damaging and massively loud 3x3 explosion. Orbs can collide even if they are travelling
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  • ...nliving, undead and demonic monsters are immune, as are players with rN+++ and monsters with rN+. Monsters cast Pain with an enchantment power of 50, and a minimum spellpower (attack power) of 150, leading to most monsters dealin
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  • ...the target, or the target is killed within 1.0 turn after, they will turn into a [[skeleton]] on your side. Necrotise deals decent damage that ignores [[AC]] and [[EV]]. For an XL 1 [[Necromancer]], expect around a 60-80% chance for Necr
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  • ...ns, rendering you unable to act for the duration. Your [[SH]] is set to 0, and [[EV]] set to near 0. After being paralysed, the player gets a brief period ...work the same way as this spell; their gaze does not require line of fire and does not check willpower.
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  • ...pl-other.cc|452}}</ref> The maximum range is a function of [[spell power]] and ranges from 1 to 7 squares (as shown on the spell info screen). After direction with at least one passable wall has been selected, the [[MP]] and at least 1 turn will be spent regardless of the result. Potential failures
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  • ...ents (i.e., the Dungeon only). The portal lasts long enough for the caster and nearby creatures to enter. Casters are never taken past the level limits of ...own through the Dungeon. The spell had to be cast on a standard floor tile and always delivered the player to a [[stairs|staircase]] of the floor they sel
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  • ...ref|0.24.0|spl-selfench.cc|89}}</ref> turns. While Regeneration is active and your HP is below maximum, you also [[hunger]] significantly more quickly th ...ait out. As such, Regeneration can help you conserve [[potions of curing]] and lessens the need for [[poison resistance]].
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  • '''Repel Missiles''' ('''RMsl''', '''repulsion''') is a passive effect and monster-only spell which causes ranged attacks to miss the caster. ...dodged. It's great in [[the Shoals]], the [[Elven Halls]], [[the Vaults]], and other areas infested with enemies who love to shoot at you.
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  • Silence itself creates an aura around the user, which mutes all [[noise]] and prevents creatures from doing the following actions: For the Silence spell, the duration and radius of this aura depends on [[spellpower]], but is slightly randomized.
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  • ...f obstacles in the way (except for transparent [[wall]]s), ignores [[AC]], and cannot miss its target. Its distinct targeting method has led to the term " ...h priorities, killing them quickly or fleeing behind a corner to lure them into a more manageable range.
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  • ...rk with most [[form]] spells; only [[Beastly Appendage]], [[Blade Hands]], and Statue Form work with Stoneskin. The [[undead]] ([[Ghoul]]s, [[Mummies]], [
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  • ...]] spell which calls a single [[greater demon]] (i.e. tier [[1]] or [[2]]) into existence. ...er 2 demons had a chance to turn hostile. Also, many of the [[Hell]] lords and unique [[pan]] lords cast Summon Greater Demon instead of a specific, theme
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  • ...ummonings|Summoning]] spell that summons a horde of [[large abomination]]s and [[tentacled monstrosities]]. When cast, 2 to 6 [[large abomination]]s and 0 to 2 [[tentacled monstrosities]] are summoned. After casting this spell,
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  • ...riendly monsters. [[Spell power]] augments the number of monsters summoned and their duration, but has no impact on the composition of the swarm. Since th In [[0.18]], [[rod of the swarm]] was removed and so was Summon Swarm
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  • ..., 10 speed player, you'll take 0.7 to 0.8 [[decaAut]] to move under Swift, and 1.5 decaAut to move under -Swift. *This spell does stack with other sources of speed, such as [[Haste]] and the [[lightning scales]].
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  • ...rns, which certain areas may delay. High [[willpower]] defends against it, and there is no way to control where the target will land. As the name implies, ...bly hex. Even if the teleport works, the monster can potentially be warped into your retreat path or even teleport right where it started.
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  • ...] player spell. It functioned just like any other source of teleportation, and the fact that it took up no [[inventory]] space almost made up for the fact
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  • |special = Ignores [[AC]], [[SH]], and [[EV]]}} ...ancy]] spell which deals [[negative energy]] damage to an adjacent monster and heals you for half the damage dealt. This spell can only be cast effectivel
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  • ...layer's wielded melee weapon the [[distortion]] [[brand]]. Unarmed attacks and ranged weapons are unaffected. The weapon can harmlessly be unwielded, remo ...fast weapons like [[Short Blades]] or [[demon whip]]s, as its bonus damage and ''10%'' banishment chance ignores how much damage you actually did. This co
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  • ...#Helpful|helpful]] flags affect the default targeting mode for the '''=''' and '''-''' targeting commands (hostiles, any, or friends), though this can alw * [[List of attack spells and beams by maximum damage‎]]
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  • ...wo types of spell books: standard ones with a set name and list of spells, and randomly generated ([[randart]]) books that contain multiple random, but of ...identified automatically on sight. Reading a spell book destroys the book and adds new spells to your spell library. [[Djinn]] are unable to learn spells
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  • * [[List of attack spells and beams by maximum damage‎]]
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  • ...melee damage. The roll may only be performed when at distance from a foe, and the beetle will always unroll after an attempted roll attack.}} ...oll''' is a unique ability of [[boulder beetle]]s. It doubles their damage and movement speed, until it hits a target. Movement is same as any ordinary mo
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  • #REDIRECT [[Comestibles and satiation#Effects of satiation]]
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  • {{flavour|A strange sword, one blade blistering hot and the other icy cold. When it hits its target the thermal gradient increases. Simultaneous [[Flaming]] and [[Freezing]] brands (applies both)<br>
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  • ...e Hellbinder and Cloud Mage [[Wizlab]]s have been revamped to give greater and more varied challenges as well as improved loot. * [[Ogre]]s now have better aptitudes in [[short blades]], [[long blades]], and [[axes]].
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  • The Shroud may unravel after any strike, and will fade over time. [[Spell power]] increases the spell's duration, but ha ...this event does ''not'' occur, damage is then calculated as normal ([[AC]] and [[GDR]] are applied) to determine whether the attack is deflected or if it
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  • ...spell. When a monster hit by Inner Flame is damaged, it takes fire damage, and on death, it explodes. [[Fire Elementalist]]s and [[Hexslinger]]s start with this spell. A [[scroll of immolation]] can also
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  • ...ke all [[rod]]-based spells, increasing [[Evocation]]s raised its accuracy and damage.
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  • Additionally, [[Makhleb]] and [[Vehumet]] can throw orbs of electricity at disloyal followers as a part o
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  • [[Alchemist]]s and [[Hedge Wizard]]s start with this spell. ...n the early game, such as [[orc priest]]s, [[centaur (monster)|centaurs]], and all sorts of early [[unique]]s, are vulnerable.
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  • Causes monstrous horns and talons to grow from the caster's body, granting them a chance of making an Your helmet and boot slot (or equivalent) will meld, even if these mutations aren't valid:
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  • Prior to [[0.10]], only the level 3 Abjuration spell existed, and it had the effect of the current Mass Abjuration spell.
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  • ...or three schools. The more schools a spell belongs to, the more [[skill]] and [[XP]] will be needed to train to achieve facility with that spell: spell c ...an aptitude penalty for training opposed elemental magic schools (Fire/Ice and Air/Earth).
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  • * Early, Mid and Late count - The number of times the spell was used by characters with XL1- ...middle and late game usage is provided to see how starting spells held up and which spells were sought after.
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  • ...ur elements are [[Fire Magic|Fire]], [[Ice Magic|Ice]], [[Air Magic|Air]], and [[Earth Magic|Earth]]. ...fic form of the Water element; however, in the game, water magic is a lost and unknown magic.
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  • ...to learn it. This takes a few turns (<code>spell level + 1</code> turns), and is interrupted when you are attacked, so do it in a safe area. ...'''ctrl-F''', and can switch between memorisation, checking descriptions, and hiding/showing spells you have no interest in with the '''!''' key.
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  • ...pells (e.g. [[Mephitic Cloud]], which requires Conjurations, Poison Magic, and Air Magic). [[Djinn]] instead use the generic [[Spellcasting]] skill for al ...staves]], [[brilliance]], [[Archmagi]], etc. You get +1 for every enhancer and -1 for every dampener. If the factor is positive, your spell power is multi
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  • See also [[List of attack spells and beams by maximum damage]]. == All spells and abilities ==
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  • 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]].
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  • ...iple times will extend its duration (max. 50 turns). You can cure both Sap and -Cast with a [[potion of cancellation]].
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  • ...ster character possesses at least one level in the [[Spellcasting]] skill, and may be proficient at any other number of magical schools, such as [[Conjura ...s access to a limited set of spells they can cast. Monsters do not have MP and may cast their spells as often as they like. Spellcaster monsters tend to b
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  • '''Magic contamination''' is a dangerous condition caused by miscasts and some magical effects. ...l contamination (a dark or light grey "Contam" status) is mostly harmless, and will dissipate over time without any further effect. Larger amounts of accu
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  • ...For bolt spells, the noise is made at each square where it hits a monster, and the last square the spell reached even if it doesn't hit anything. | ~15 (depends on radius and delay of your last action)
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  • ...Instead, they can deal elemental damage, based on skill in [[Evocations]] and the corresponding [[magic school]]. ...[staff of summoning|staves of summoning]], [[staff of wizardry|wizardry]], and [[staff of energy|energy]] were removed. Staves of conjuration got the mele
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  • # Penalties from [[body armour]] and [[shields]] (mitigated by [[Armour (skill)|Armour skill]] / [[Shields (skil # Modifiers like [[Wizardry]] and [[Good_mutations#Wild_Magic|Wild Magic]]
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  • ...For reference, a [[ration]] gives 3400 units of [[comestible|nutrition]], and a [[nutrition#Chunks of flesh|chunk of flesh]] gives 1,000. ...or a given combination of Int * Spellcasting. Find your Int on either axis and your Spellcasting skill on the other axis; where they intersect is the amou
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  • ...lure when casting spells. These are provided by [[ring of wizardry|rings]] and the [[demonspawn mutation]] [[Big Brain]]. ...urces)</code>. This is applied after calculating spell failure from skills and other modifiers, though failure is modified by a [[Spell_Success#Final Step
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  • ...e magician's wand, by means of which he may summon into life whatever form and mould he pleases." -William Youatt, _Sheep: their breeds, management, and diseases; to which is added the Mountain Shepherd's Manual_, ch. III. 1837.
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  • ...reflect almost anything, even spells that pierce through lesser materials and hexes with no physical manifestation at all.}} Can also reflect [[piercing]] attacks, enchantments, and never-missing attacks
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  • ...creatures, but is useless against the undead, demons, artificial creatures and even living plants.}} .... These deal damage and reduce the target's [[HD]], rendering them weaker (and also less valuable in terms of XP).
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  • ...ed by low-level monsters and 3d12 when used by mid-to-high level monsters, and the player needs EV 19 to have a 50% chance of evading the beam without Rep == Tips and tricks ==
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  • ...ed by low-level monsters and 3d12 when used by mid-to-high level monsters, and the player needs EV 19 to have a 50% chance of evading the beam without Rep == Tips and tricks ==
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  • ...orks]]). It can also affect [[Statue#Inanimate statues|inanimate statue]]s and iron grates. Digging has no effect on ''non-rock'' walls, such as stone wal ...ne-at-a-time is a vital tactic in ''Crawl'' - it'll turn unwinnable fights into something you can manage. It also be used to dig escape routes, create a pa
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  • {{flavour|A magical device which causes a creature to be transmogrified into another monster. It doesn't work on you, so don't even try.}} ...ss. Polymorph has no effect on undead, but demons can be affected (turning into other demons).
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  • ...magician’s wand, by means of which he may summon into life whatever form and mould he pleases.” -William Youatt, _Sheep: their breeds, management, and diseases; to which is added the Mountain Shepherd's Manual_, ch. III. 1837.
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  • ...Great for dealing with pack enemies with low will, such as [[killer bee]]s and [[wolf spider]]s. ...upport" monsters like [[death cob]]s and [[hellion]]s often have low will (and are prime targets for this wand).
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  • ...' has the same effect as the spell [[Throw Frost]], but with greater range and accuracy. Its damage output is based on your [[Evocations]] skill, but neve
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  • The wand can hold a maximum of 9 charges, and is often found with only 1-3 charges to begin with. [[Deep Dwarves]] begin
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  • ...amage than other similar bolts, but their damage partially bypasses armour and they can be bounced off walls to hit targets twice.}} ...at your opponents. These can strike multiple enemies without losing range, and will bounce off rock or stone [[wall]]s, potentially hitting enemies multip
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  • ...better suited for use against halberd-wielding [[gnoll (monster)|gnolls]] and other high-damage, low-durability threats.
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  • ...ist of merfolk|merfolk]]. Even at low skill, steam clouds can block vision and deal significant damage.
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  • ...ks take 1.5× as long as normal. This makes it much easier to escape them, and significantly reduces their damage output in combat. This effect has to ove
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  • ...r-related wand effects, making it useful against a large variety of early- and mid-game opponents. ...effective at taking out low-HD, high-threat monsters such as [[boggart]]s and [[Sonja]].
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  • ...le is 9d1 to 9d5 and the number of projectiles ranges from 4 to 14; damage and quantity of projectiles improve with [[evocations]] skill. ...parately, wands of scattershot work best against creatures with low [[AC]] and are generally ineffective against high-AC targets. Good targets include [[l
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  • ...g [[fire]] damage. It has perfect accuracy, but creates a lot of [[noise]] and can injure you if you fire it at a tile adjacent to you. Its [[spell power]
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  • ...yze a single target, rendering it unable to act, reducing its [[EV]] to 0, and making it susceptible to [[stabbing]] attacks for a few turns. This effect This wand and the [[wand of charming]] are mutually exclusive; only one may spawn in a gi
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  • ...[[invisible]]. It is essentially identical to the [[Invisibility]] spell, and if used on the player, causes 1-2 points of immediate [[magic contamination
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  • {{flavour|A magical device which induces confusion and bewilderment in a target creature.}} ...sed to disable dangerous natural animals with low MR or to trick opponents into drowning in [[deep water]] or [[lava]] ([[orc knight]]s in the [[Bailey]],
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  • ...attack empty tiles or even allies when they attempt to fight, and may fall into deep water or lava if they attempt to move. ...n]]s will be fired in a random direction. Behavior differs between players and monsters.
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  • ...ng them [[piety]] and [[skill]] bonuses. Ashenzari also turns cursed items into [[artefact]]s, rending them immune to further enchantment -- see [[Ashenzar ...or getting your [[god]] to bless an item; uncursing did not destroy items, and Ashenzari did not make cursed items artefacts.
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  • ...]], which lowers their [[spell power]], melee [[accuracy]], [[willpower]], and a few other things. This effect can stack. For monsters, draining will wear The following sources derive from negative energy, and can be resisted by [[Life Protection]] (rNeg):
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  • ...ver bring targets below 3 HP. This damage can be reduced by various means, and a few ways make you entirely immune. ...ave 200 HP and 20 MP, torment would deal 99 damage, bringing you to 110 HP and 11 MP.
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  • ...s you are attacking other monsters, and when it expires you will be slowed and unable to berserk again for a short duration.}} *Current and max [[HP]] increase by 50%
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  • '''Might''' is a [[status effect]] and monster-only spell that increases melee damage for its duration. Adds +1d10 damage to melee and each [[auxiliary attack]], except [[constriction]].
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  • ...ur damage output, accuracy, and attack speed through training [[Fighting]] and [[Staves]]. ...ff is useful for any caster, but high level characters may have the skills and [[intelligence]] needed to reliably cast high-level spells without it. For
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  • ...cts them from the effects of fire. If the wielder is skilled in Evocations and Fire Magic, they can burn those struck by it, dealing fire damage which byp ...' is a [[magical staff]]. It gives a [[spell enhancer]] to [[Fire Magic]], and gives the wielder a rank of [[fire resistance]].
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  • ...cts them from the effects of cold. If the wielder is skilled in Evocations and Ice Magic, they can freeze those struck by it, dealing cold damage which by ...'' is a [[magical staff]]. It gives a [[spell enhancer]] to [[Ice Magic]], and gives the wielder a rank in [[cold resistance]].
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  • ...earth spells cast by its wielder. If the wielder is skilled in Evocations and Earth magic, they can fracture the ground beneath those struck by it, deali In addition, the [[Staves]] and [[Fighting]] skills will increase the damage done by the staff itself.
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  • ...d insulates them from electricity. If the wielder is skilled in Evocations and Air Magic, they can shock those struck by it.}} ...''' is a [[magical staff]]. It gives a [[spell enhancer]] to [[Air Magic]] and gives the wielder [[electricity resistance]].
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  • ...s them from the effects of poison. If the wielder is skilled in Evocations and Poison Magic, they can envenom those struck by it, dealing poison damage wh ...y''' is a [[magical staff]]. It gives a [[spell enhancer]] to [[Alchemy]], and gives the wielder a rank in [[poison resistance]].
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  • ...rotects them from negative energy. If the wielder is skilled in Evocations and Necromancy, they can inflict great pain on those living souls they strike, ...' is a [[magical staff]]. It gives a [[spell enhancer]] to [[Necromancy]], and gives the wielder one rank in [[negative energy resistance]].
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  • ...conjurations cast by its wielder. If the wielder is skilled in Evocations and Conjurations, they can blast those they strike with pure energy, dealing ir In addition, the [[Staves]] and [[Fighting]] skills will increase the damage done by the staff itself.
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  • ...[[Fighting]] and [[Staves]]. The Staves skill also increases your accuracy and the speed at which you can attack, which is useful if you have a staff that
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  • ...gical energy. It allows the wielder to cast spells without gaining hunger, and to channel ambient magical energy to restore their reserves of magic.}} ...agical staff]] which eliminates [[spell hunger]] caused by casting spells, and provides some minor channeling ability. It does not affect [[Evocations]]-
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  • May deal poison damage and poison in melee; damage partially pierces resistance<br> ...these spells, but the melee damage can be decent if you train some Staves and Evocations.
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  • ...st useful for characters that have invested heavily in both [[Evocations]] and magic. Evocations is required to actually get MP, while magic skill is requ ...pells even a few more times can and will make a difference between victory and running dry mid-fight. Overall, it is a powerful item balanced by its fair
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  • ...urting you, e.g. they won't fire [[damnation]] at an enemy in melee range, and the fiends won't cast [[torment]] on you. However, there's no guarantee, so ...nce to fail based on [[Evocations]]. The demons were [[durably summoned]], and would eventually become hostile.
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  • ...''bility to cast [[Hurl Damnation]]. However, it comes at a cost to [[HP]] and [[MP]]: ...an improve your melee performance with this staff by training [[Fighting]] and [[Staves]], though by the time you're capable of killing Dispater, you'll h
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  • ...er magical staves, it provides no magical combat effects, but [[Fighting]] and [[Staves]] increase damage like for any other weapon.
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  • ...a number of weaknesses, but I think this combination offsets these nicely and leads to fun gameplay (especially if you can make it to level 10 or so, whi ...You might also hit \ and set javelins, large rocks, stones, throwing nets, and "miscellaneous" to be auto-picked up.
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  • ...ur damage output, accuracy, and attack speed through training [[Fighting]] and [[Staves]]. ...a weapon or staff which improves your combat performance most of the time, and switching weapons mid-fight wastes precious turns.
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  • {{flavour|This staff increases the power of charm and hex spells cast by its wielder. In the hands of a skilled person, it also i ...boost to [[spell power]], usually causing it to have a higher success rate and/or last longer (the specific impact of this, if any, depends on the spell).
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  • ...[rod of clouds]] and [[iron rod]] were converted to the [[wand of clouds]] and [[wand of scattershot|scattershot]] respectively. The rods of [[rod of destruction|destruction]] and [[rod of the swarm|the swarm]] were removed in [[0.18]].
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  • ...o toy. Many choose to follow Xom in the hope of receiving fabulous rewards and mighty powers, but Xom is nothing if not capricious. There is nothing a fol ...r times this capricious god could decide to “spice things up a little” and send you to your doom. If you prove yourself the stronger, so much the bett
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  • [[File:Lugonu altar.png]] ''"Spread carnage and corruption!"'' ...m to call forth eldritch horrors, and even to travel between the overworld and the Abyss at will.
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  • [[File:Makhleb_altar.png]] "Blood and souls for Makhleb!"'' ...-spawned servants of chaos, so that they may better break the impure world and its false laws for their evil god's glory.
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  • [[File:Elyvilon altar.png]] ''"Go forth and aid the weak!"'' ...n them neutral. Elyvilon may directly intervene to save a follower's life, and if there has been no such intervention recently, is sure to prevent a killi
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  • ...sh followers flocking to their banner: it is an age of signs and portents, and the orcs have become increasingly certain that the coming of their Messiah ...water. Beogh will sometimes directly intervene to save a follower's life, and the chosen of Beogh will eventually be able to resurrect other orcs.
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  • ...dual commandments. Your character may only worship a single god at a time, and most gods punish followers for abandoning them, so choose wisely. * '''[[Ashenzari]] the Shackled''', god of divinations and [[curse]]s.
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  • [[File:Kikubaaqudgha altar.png]] "Spread unending torment and darkness!"'' ...aspiring necromancer: a supply of useful bodies, knowledge of dark magic, and protection against necromantic backlash.
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  • ...ons of more. In exchange, worshippers may invoke Zin's wrath upon sinners, and eventually gain various divine protections. Zin's followers can convert to ...divine refuge. As piety grows, followers will be protected from mutation, and Zin may even occasionally directly intervene to save a follower's life.
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  • ...One rewards them and their allies with the power they need to slay demons and the undead. Especially devout warriors can even call upon angels in times o ...blasts of cleansing flame that are particularly damaging to unholy beings, and can call upon powerful divine beings as temporary allies. Highly pious foll
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  • ...ll rotate in a counterclockwise fashion. The "rotation" is a square shape, and done at a rate of ~1 full rotation per 6 turns. ...|spl-vortex.cc|365}}</ref> Monsters won't make any effort to avoid falling into [[deep water]] or [[lava]].
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  • ...ers over death and the soul. Followers can reap legions of servile undead, and gain a number of other useful powers with which to make better use of the s ...nd powerful enough mass of the dead, followers can fully bind a foe's soul and make it fight for them in death with the full capacities it held in life.
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  • * The Hells burn with new fury, filled with new monsters and effects. * Yredelemnul completely redesigned; Okawaru and Jiyva significantly changed.
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  • ...ns. Followers will be granted decks of cards as they traverse the dungeon, and are encouraged to trust in the cards to provide them with divine assistance ...to gain the effects of multiple cards at once, and finally to stack decks and re-order their contents.
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  • ...who triumph over their foes can call upon the Loreminder for magical power and the ability to cast spells beyond their magical training. The devout are re ...Muna grants followers the ability to rapidly restore their magical energy, and to forget spells at will, so as to learn new ones. Worshippers can call upo
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  • ...in combat, and will be granted assistance in the form of powerful weapons and mighty allies. Followers are absolutely forbidden the use of spell magic. ...ollowers in battle. Followers will gain the ability to go berserk at will, and to rapidly heal their wounds while fortifying their willpower. Later, follo
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  • ...One's devotion to Vehumet can be proven by the causing of as much carnage and destruction as possible. ...ts to their destructive spells — first assistance in casting such spells and then increased range for conjurations. Vehumet will offer followers the kno
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  • [[File:Fedhas altar.png]] ''"Spread life and death."'' ...eturn Fedhas grants a number of abilities that promote the growth of plant and fungi. These abilities may incidentally prove useful to adventurers.
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  • *[[0.30]] Replaced [[Corpse Rot]] with [[Mephitic Cloud]] and [[Freezing Cloud]]. ...book to replace the [[Book of Clouds]], which also had [[Mephitic Cloud]] and [[Conjure Flame]].
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  • [[Conjurer]]s and [[Enchanter]]s alike start with this spell available. ...r 4 to 8 turns, with the chance of success increasing with [[spell power]] and decreasing with monster [[hit dice]]. At full power, the odds are <code>95%
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  • ...e there is no way to avoid or resist the spell's damage. Kill them quickly and try to keep other creatures between you. ...ispel Undead was introduced in [[0.25]]. Prior to this version, the player and monsters could cast regular Dispel Undead from range 5.
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  • ...successfully navigate Jiyva’s challenges and pitfalls will find a unique and rewarding gameplay. ...hip 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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  • ...ad and satiation of their fellow slimes by allowing them to consume items, and are forbidden from harming any slimes. Especially favoured followers will b ...later become able to call forth acidic ooze from the walls of the dungeon, and to turn monsters to slime with a touch.}}
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  • ...Especially devout followers may even momentarily abandon the flow of time and its needless disturbances. ...ity to inflict great harm on all those who move more quickly than they do, and finally the ability to step out of the flow of time entirely.
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  • ...s knowledge and foresight, but be warned: to Ashenzari, power and blessing and curse are all the same thing. ...fic skills. They will also please Ashenzari, who will reveal the invisible and grant clarity of mind. The truly devout will gain a fragment of Ashenzari's
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  • ...oice of [[god]] has a significant impact your game. Along with [[species]] and [[background]], god choice is considered a defining feature of your charact ...ackground that worships one by default: [[Berserker]]s, [[Chaos Knight]]s, and [[Cinder Acolyte]]s all begin the game serving a particular god.
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  • ...awaru demands that followers prove themselves by their own strength alone, and so worshippers are forbidden from gaining allies by any means. Okawaru pays ...ows. Okawaru will eventually gift followers with throwing weapons, weapons and armour. The most favoured of Okawaru may challenge their foes to honourable
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  • ...o attack, but they can [[Injury Bond|shelter]] your summons from injuries, and it gains the [[Inner Flame]] [[status effect]] when severely damaged. ...s [[Summon Guardian Golem]] was replaced by two spells, [[Martyr's Knell]] and [[Summon Blazeheart Golem]].
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  • * '''[[Dithmenos]]''', evil god of shadows and [[stealth]]. * '''[[Gozag Ym Sagoz]]''', god of [[gold]], business, and commerce.
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  • ...against (so-called) [[evil]]: [[Zin]] the Law-Giver, [[the Shining One]], and [[Elyvilon]] the Healer. **[[Demonspawn]] and the [[undead]] ([[Mummies]], [[Ghoul]]s, [[Vampire]]s, players in [[lich fo
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  • ...cent foes in quick-growing tree roots. Those entangled will be immobilized and take increasing damage over time until they escape or the roots wither away ..., you'll deal an extra (+20% * turns_passed) damage for the first 5 turns, and a smaller bonus thereafter.
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  • {{flavour|A Temple of the Gods, a place of peace and refuge from the insanity of the dungeon. It usually contains altars to most The entrance to this branch can be found between levels 4 and 7 of the Dungeon.}}
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  • ...sion of [[Lesser Healing]], and behaves identically, but with greater cost and power.
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  • ...g items in this way has a chance of increasing [[piety]] based on the type and quality of the item, with a 100% chance for [[evil]] items. Inscribe any it
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  • ...an activated ability), and Passive Channeling (which comes from equipment and happens without the player's input). [[Djinn]] do not use MP and cannot make use of any form of channeling.
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  • ...]] gives 50 penance on abandonment. It can be reduced by gaining [[piety]] and/or XP. [[#Reduction|See below]] for details. ...p a disliked god (all good gods hate [[evil god]]s; Zin also hates [[Xom]] and [[Jiyva]]).
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  • ...their altar. When you do this, you will be shown a description of the god and asked if you're ''sure'' you want to worship them, just in case. Altars are *Altars to [[Beogh]] appear in or around the [[Orcish Mines]], and [[hill orc]]s may convert to Beogh's service any time an [[orc priest]], [[
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  • ...] (see individual gods for details). Merely praying at another god's altar and declining to convert will have no effect, however. ...s]] can pray to decompose all corpses in line of sight, gaining some piety and creating several toadstools in the process.
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  • '''Piety''' is a measure of your standing with your chosen [[god]] and a resource used to activate divine abilities. ...cated and incur [[penance]]. Piety is gained by doing what your god likes, and lost for doing what it hates (see below for details).
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  • ...gain piety, but these don't use Gift Timeout. [[Xom]]'s gifts are random, and do not follow timeout. *Prior to [[0.31]], [[Okawaru]] would gift armour and weapons using Gift Timeout. In addition, Okawaru's timeout for Throwing amm
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  • ...er others. For example, [[Deep Elves]] have an easier time learning magic, and [[Hill Orc]]s have an easier time learning melee combat. Taking advantage o ...'m'''). You can also press '''? %''' in-game to see the big table of races and aptitudes, or you can check each each [[species]]' individual pages on the
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  • * Attackers have their [[to-hit]] (accuracy) reduced against you, and there's a chance to target the wrong tile entirely. *You are in [[water]] and not [[flying]] above it.<ref>{{source ref|0.30.1|player.cc|7174}}</ref>
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  • ...[[piety]] are resistant to these curses - half of all curses are negated, and the severity of the remainder are halved. ...d by Kikubaaqudgha's wrath (in which case the severity is the player's XL) and the [[Scythe of Curses]] (in which case the severity is the melee damage of
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  • ...(or unarmed) skill and fighting skill - with good training on both skills and decent dexterity, it should be rare to miss most targets. The player's to-hit in melee and ranged combat is determined by the following factors:
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  • ...{{LightBlue|Charge-|}} cycles counterclockwise. However, the cycle starts and ends at random positions, so you can't tell when the spell will activate. ...tough enemy in 3 casts - that's 3 turns, but it costs 24 MP instead of 8, and crystal spears can miss. Great spell for Air Magic specialists, since it ig
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  • *Certain player effects, like [[Dazzling Flash]], [[Mephitic Cloud]], and [[atropa]] / [[datura]] [[dart]]s, check the target's HD directly. The way Maximum HP and [[willpower]] are also determined by HD in an indirect way. Monsters have a
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  • '''Death''' is a common ailment in ''Dungeon Crawl'', and almost invariably lethal. ...ed to the [[morgue]]. A bones file is created for the floor (if eligible), and a [[player ghost]] may be generated in order to antagonize you in later gam
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  • *Said monster is left at 0 energy. If on the next turn it moves and gets a -1 from random energy, it ends up at -1 energy. On the turn after, i ...as any other actions - hence energy randomisation is inflicting randomness into this energy.
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  • ...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.
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  • ...'. The RNG plays a pivotal role in determining the fate of all characters, and is sometimes considered the deadliest enemy in the game, despite the fact t ...alternate titles is the "Random Number God". Xom is the god of true chaos, and his title changes every time you access the religion screen.
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  • ...places: 1d(Base * Strength modifier), Slaying bonus, Weapon skill modifier and Fighting modifier. **Unarmed combat: 3 + UC skill (can be changed by some spells and the claws mutation, see [[Unarmed combat]])
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  • ...damage in the game. Almost every monster deals it with their base attacks, and many [[Earth Magic]] spells deal it as well. Physical damage is reduced by This is the only type of damage affected by [[guaranteed damage reduction]], and only if the source of the damage is melee combat.
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  • ...antments such as [[slow]], [[confusion]], [[banishment]] to [[the Abyss]], and [[paralysis]]. ...ome way (such as [[list of deep elves|elves]] or [[siren]]s), magic-users, and those that are not [[natural]] tend to have higher Will than other creature
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  • ...9]], [[ranged weapon]]s had their own ammo: [[sling bullet]]s, [[arrow]]s, and [[bolt]]s mulched 12.5% of the time. [[Stone]]s also mulched only 12.5% of
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  • ...ill you outright unless you have at least one rank of [[fire]] resistance, and even then you'll still take heavy fire damage (10+2d50/(level of fire resis ...capacity, [[confusion|confuse]] yourself, blunder into the deadly terrain, and hope the [[RNG]] decides to scramble you out on the desired side. There are
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  • ...most video game RPGs, experience is measured in experience points (or XP) and awarded for defeating [[monster]]s, with more difficult monsters being wort ...l'', XP rewards your character in two ways: raising your experience level, and giving you skill experience.
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  • ...with your [[species]], [[background]], character level, [[Dungeon]] level, and cause of death). ==Runes and Turns==
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  • ...30.1|timed-effects.cc|293}}</ref> In Abyss:6, three monsters always spawn, and in Abyss:7, four monsters always spawn. Also, spawns in A:6-7 may be forced ...ere changed in [[0.13]]: the most notable additions were [[Orb Guardian]]s and [[list of eyeballs|eyeball monsters]].
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  • ...d on a number of factors including number of enemies, strength of enemies, and current player status. * [[Xom]] is more likely to act, and to act positively, when tension is high. The actions tend to more combat-r
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  • ...and can adjust which items will be affected by scrolling through the list and pressing the corresponding letters. ...t autopickup does not reduce the amount of time it takes to pick up items, and it has no beneficial effect on turncount; the game simply assumes you wish
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  • There are "moderate" and "super" out of depth monsters, which spawn at different rates. ...[[Hell]]s. In addition, OODs do not apply for the first 700 turns on D:1, and are applied less often for 584 turns on D:2.
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  • ...ere are many different kinds of normal and magical '''items''' to be found and used. Some are good, others are bad. Some need to be [[Identification|ident * {{Green|Green}}: has an unidentified enchantment, but no ego, and is also used for unbranded god gifts
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  • ...eed damage reduction (GDR)''' gives players a layer of protection in melee and ranged combat. Normally, each attack that hits you is reduced by a random a Auxiliary slots include a +2 [[Helmet]], +2 [[Cloak]], +2 [[Gloves]], and +2 [[Boots]]. Percents on this table are rounded to the nearest tenth.
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  • * Ranged weapons have been extensively redesigned and streamlined. * Necromancy and Kikubaaqudgha have been overhauled and powered up.
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  • ...[[summon]]s cannot attack if either them or their target are out of sight, and any [[cloud]]s you create vanish when leaving sight. There are a few except *Passive effects: [[poison]] and [[Sticky Flame]].
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  • ...nics remained the same between versions, but [[GDR]] was vastly increased, and heavy armour now allows for higher enchantments. Thus, this page is obsolet ...tween "heavy armour" and "light armour" has been removed for the actual AC and EV calculations, the heavy/light armour distinction is still in place for s
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  • ...operty describes which types of items it can use. There are four "levels", and each sequential level includes all the permissons of the previous ones. ...always carries a magical [[scythe]], and [[centaur]]s always have [[bow]]s and may sometimes wear [[barding]].
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  • ...on. When the intensity reaches a value less than 1, the noise is inaudible and it won't propagate further. ...squares are affected by a simple shout. In this case, the intensity was 12 and the ambient noise was 0.
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  • ...A character's movement speed determines your ability to escape from danger and the number of enemy actions that will occur while you move. You can also move up or down stairs or escape hatches by standing on them and pressing '''<''' (upstairs) or '''>''' (downstairs). To head up or down a f
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  • ...ween each of your actions. However, you can quickly observe that character and monster behavior can't simply be measured in raw turns. ...ll]] may change them. Most [[species]] and [[monster]]s move at 1 decaAut, and it is the normal time it takes to consume an item. Keep in mind that some m
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  • ...n exclusion, and will ask you for confirmation before allowing you to walk into an exclusion manually. ...of the excluded tile. Pressing it again will only exclude the tile itself, and pressing it a third time will erase the exclusion altogether. Pressing '''C
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  • * Allow examining items in end-game inventory and while browsing shops.
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  • Version 1.0 of ''Crawl'' was made in 1997, and Henzell continued to work on the game until version 3.30 was released in 19 ...om the community. Stone Soup is still being actively developed as of 2022, and most Dungeon Crawl players have switched to it.
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  • ...acker has moved to http://crawl.develz.org/mantis/. Please report all bugs and feedback there. Thank you! ...ial website has moved to http://crawl.develz.org/wordpress/. Announcements and development changes will be posted there.
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  • * Fixed clawed butchering both removing gloves and unwielding weapon. * All worms except brain worm and all wasps are now mindless.
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  • * Fixed monsters refusing to enter or attack into grids on the map edge. * Fixed misbehaviour for temporary weapon brands and throwing.
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  • Breaks saves and bones compatibility. * New species and job: Deep Dwarf, Artificer.
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  • * Fixed auto-swapping rings and amulets taking twice as long as normal. * Fixed monsters being created with both a shield and wielding a two-hander.
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  • * Fixed defunct spell slot cap (and crash) with Selective Amnesia memorized. * Fixed x_ and other feature hotkeys not working in the Abyss.
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  • * Fixed Tiles not working on Windows 2000 and earlier.
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  • Breaks saves and bones compatibility. * Improved religion, skills, ability interface. (Commands are ^!, m?, and a!.)
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  • ...apons of reaching cost no magic or hunger to use, do not train Evocations, and do not hit intervening creatures when the reach fails. * Poison ammunition no longer works on sling bullets and throwing nets.
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  • * Fixed crash when monster blinks onto trap and is killed by the trap.
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  • * Nets are easier to escape from / destroy, and more effective when used by the player.
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  • project (codenamed Stone Soup). Note that this is a branch, and is NOT the be the stable base platform for experimentation and patches, and to fill in the
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  • * Draconians are slightly weaker. Groups of draconians are smaller and more homogeneous. * Added % command to show resists and other useful statistics.
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  • * Fixed shift-running and /-running on Windows and Unix.
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  • * Updated documentation and reorganised the manual. * Jewellery puton/remove interface can now automatically remove amulets and rings before wearing new jewellery.
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  • * Level compiler now reads splev.des and vaults.des when Crawl starts up. * [1601588] Hellfire, bolts of fire, and bolts of magma melt wax.
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