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  • ...rshiping any god. They have excellent [[stat|attribute]] growth, but learn skills and gain levels slowly. *'''[[Djinni]] (Dj):''' A spirit of smokeless fire that powers their magic with their own life force. They spontaneously gain spells as they grow inst
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  • ...also the most versatile of all species - having balanced aptitudes for all skills lets them adapt to use whatever they find.}} ...nd [[Dexterity]] of 8 (before Background modifiers) and have normal base [[magic points]].
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  • ...ith earth or poison magic, but are highly skilled with most other forms of magic, especially Air and Charms.}} ...of 10 (before Background modifiers) and have one extra base [[magic points|magic point]].
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  • ...ey developed their mental powers, evolving a natural gift for all forms of magic, and adapted physically to their new environment, becoming weaker and losin ...exterity]] of 10 (before Background modifiers). They have two extra base [[magic points]].
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  • ...smuters, and are comfortable dabbling in necromantic, poison and elemental magic. As fighters, they are often more dangerous unarmed than armed. They advanc *+4 [[magic resistance]] per level.
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  • ...nce to heal, but doing so will gradually deplete their maximum reserves of magic. They are passively able to reduce all incoming damage, and their empathy w ...ften rely on divine assistance for healing. They are most at home with the magic of earth and death, eventually gaining some resistance to the dark powers o
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  • ...od at using missile weapons. Hill Orcs are passable users of most types of magic and are particularly skilled with Fire. ...nd [[Dexterity]] of 6 (before Background modifiers) and have normal base [[magic points]].
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  • ...extrous, but are poor at magic (except for charms, translocations, and air magic). They advance in levels as rapidly as Humans. Halflings cannot wield large ...asion]] and [[stealth]] (beyond just having good aptitudes in the relevant skills).
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  • ...th short blades, maces or crossbows, and are comfortable with all forms of magic. They are also very adept at using magical devices. Their small size makes ==Starting Skills and Equipment==
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  • ...elemental spells. On the other hand, they are excellent at other forms of magic, and are very good at moving silently and quickly. So great is their speed ...[[Dexterity]] of 10 (before Background modifiers). They have +1 to base [[magic points]].
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  • ...advance quite slowly in experience levels and are rather sub-par at using magic. Like Nagas, they receive reduced protection from the body armour they wear *+3 [[magic resistance]] per level.
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  • ...trong and robust, but are not nimble at all. They possess a raw talent for magic, but are poor at making use of magical devices. Ogres mature almost as quic ...9, and [[Dexterity]] of 4 (before Background modifiers) and normal base [[magic points]].
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  • ...terrible wounds. However, they are hopeless at spellcasting and learn most skills very slowly.}} ...rity]] of 5 (before Background modifiers) and one less base [[magic points|magic point]] than normal.
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  • ...y good at all forms of physical combat, but are awful at using any type of magic. They can wear all armour except for some headgear. When in close combat, M ...xterity]] of 5 (before Background modifiers). They have -1 to their base [[magic points]].
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  • ...y armour and advance very slowly in levels, but are reasonably good at all skills other than missile weapons, and they develop natural physical defenses that ...ck you). Certain colours will receive a somewhat poor aptitude (-2) to one magic school; in many cases, this does not majorly affect game play.
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  • ...nside, they advance more slowly in experience than any other species, gain skills slightly less quickly than Humans and, due to their status, refuse to worsh ...Dexterity]] of 9 (before Background modifiers). They have two extra base [[magic points]].
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  • ...s slightly slower than Humans, although they are talented at some forms of magic. They learn Invocations especially quickly, although the good gods will not ==Starting Skills and Equipment==
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  • ...aws and, due to their contact with the grave, can use ice, earth and death magic without too many difficulties. ...[[Dexterity]] of 4 (before Background modifiers). They have normal base [[magic points]].
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  • ...nd [[Dexterity]] of 9 (before Background modifiers) and have normal base [[magic points]]. ==Starting Skills and Equipment==
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  • While fully capable of using speech and most forms of magic, Felids are at a serious disadvantage due to their inability to use armour ...ey are skilled with many forms of magic, though less so with raw elemental magic.
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  • ...n [[Air Magic]], but they had little talent for [[Necromancy]] and [[Earth Magic]].
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  • ...lacking the dexterity to excel at other forms of combat. Their reserves of magic are somewhat poor, though they still make passable spellcasters, and their *'''Runic Magic''': The [[encumbrance rating]] of all armour you wear is reduced by 1/2 for
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  • ...determine a character's total EV is complex and factors in many different skills and attributes. ...o-hit]] number is 1500 (the magic number AUTOMATIC_HIT) or greater (e.g. [[Magic Dart]]), it automatically hits.
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  • ...or to entering the [[Dungeon]]. Your background determines your starting [[skills]], stats, [[items]], and (in the case of religious backgrounds) your [[god] ...move forward from. Your choice of [[species]], however, will make certain skills easier to learn than others, and your background helps determine your start
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  • ...other powers, should they prove worthy), but who forbids the use of spell magic. They enter the Dungeon with a weapon of their choice, and dressed in anima ==Starting Skills and Stats==
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  • ==Starting Skills and Stats== Abyssal Knights begin with melee-oriented skills, supplemented by Lugonu's invocations. You start with enough [[piety]] to u
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  • ...non-hostile monsters, letting their allies die, or using any form of evil magic or weapons. ==Starting Skills and Stats==
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  • ...warriors in their own rights, Skalds practice a form of augmenting battle magic that is either chanted or sung. Unique to the highlands in which they origi ...kalds''' are warriors who use magical [[Charms]] to bolster their fighting skills. Because heavy armour hinders spellcasting, many of them prefer lighter arm
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  • {{flavour|Transmuters specialise in transmutation magic, and can cause strange changes in themselves and others. They deal damage p '''Transmuters''' are magicians who specialise in [[Transmutations]] magic. They are best described as kung-fu mad scientists, but initial survival is
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  • '''Stalkers''' are [[assassin]]s who have studied [[Transmutations]] magic, using alchemical effects and transformations as a means to kill their vict ==Starting Skills==
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  • {{flavour|Warpers specialise in translocation magic, and are experts in travelling long distances and positioning themselves pr '''Warpers''' specialize in [[Translocations]]. While their school of magic lacks destructive power, they enter the [[Dungeon]] with a bit more combat
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  • ==Starting Skills and Stats== Enchanters are one of the few magic starts not to get an XL 1 spell, but have 2 potions of invisibility to make
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  • ==Starting Skills and Stats== *[[Fire Magic]]: 1
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  • ...ve magic of conjuration spells. Like Wizards, the Conjurer starts with the Magic Dart spell, in their case from a library of destructive conjurations.}} *[[Potion of magic]]
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  • ...ea of magic. Hedge Wizards start with a variety of magical skills and with Magic Dart memorised, from a large library of varied low-level spells. They also '''Hedge Wizards''' are magicians who do not specialize in any area of magic, making them a jack of all trades, master of none when compared to more foc
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  • *[[Potion of magic]] ==Starting Skills and Stats==
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  • ...[[Conjurations]], but leaves them without any sort of support or defensive magic in the early game. *[[Potion of magic]]
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  • *[[Potion of magic]] ==Starting Skills and Stats==
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  • '''Earth Elementalists''' are mages with a preference for [[Earth Magic]]. *[[Potion of magic]]
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  • ...ementalists have learned the Shock spell. Later on, their selection of Air Magic spells provides them with the flexibility to survive.}} ...for their specialization. Air Magic is not as purely destructive as [[Fire Magic]], but offers a variety of other useful effects for [[Dungeon]]-delvers.
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  • ...The Necromancer is a magician who specialises in the less pleasant side of magic. Necromantic spells are a varied bunch, but many involve some degree of ris '''Necromancers''' are magicians who specialise in the less pleasant side of magic - that involving death and the [[undead]].
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  • {{flavour|Venom Mages specialise in poison magic, which is extremely useful in the shallower levels of the Dungeon where few '''Venom Mage''' are spellcasters who specialize in [[Poison Magic]]. Their toxic spells are effective against [[list of arthropods|insects an
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  • {{flavour| Artificers have built, bought or burgled an assortment of magic wands to help them through the early Dungeon. Wands have a limited number o ==Starting Skills and Stats==
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  • ...s them to fight honorably. They must refrain from using [[poison]], unholy magic or items, or attacking while [[invisibility|invisible]]. Nor can they attac ==Starting Skills==
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  • '''Reavers''' are warriors who learn [[Conjurations]] (destructive magic) in order to complement their deadliness in combat. ==Starting Skills==
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  • ...nts who survive through sneakiness and quick wits, rather than violence or magic. They start with similar equipment to [[Assassin]]s, but no blowgun, and re == Starting skills ==
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  • ...ngeon has exposed their somewhat fragile minds to excessive amounts of its magic. ...tions have rendered Gnolls incapable of selective learning. They learn all skills equally at the same time, so it's hard for them to learn more about any one
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  • This is a list of all spells available for the player in Crawl, organized by magic school. ...orresponding skills. In particular, the elemental (and poison) skills add "Magic" to the name; and most of the other skill names are plural, while most of t
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  • ...ore AC is applied. The table below details the damage multiplier from your skills, tier, and weapon type: "Pure" [[Stealth]] is less viable than other offensive skills. The enemy always has a chance to wake up... and training only Stealth mean
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  • Magic is a very broad term in reference to ''Crawl'', potentially referring to ma * [[Magic contamination]]
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  • ...rs can use them to defeat weak enemies. They also boost the power of spell magic, and most staves give an elemental resistance. {{Skills}}
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  • {{Skills}} [[Category:Magic skills]]
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  • ...ied on the Skill Screen ('''m'''). Species [[aptitudes]] will make certain skills easier or harder to train. Skill levels are capped at [[27]]. ...in each skill, with higher scores yielding faster skill progress. Training skills with poor aptitudes is possible, but notably slower.
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  • '''Air Magic''' skill determines how easily you can use spells involving air and electri ...Many of its earlier spells can also be used to create [[cloud]]s. Most Air Magic can be resisted with [[electricity resistance]].
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  • The '''Charms''' school of magic includes spells which positively affect yourself, providing improved offens |Charms/[[Ice Magic|Ice]]
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  • ...g spells of various types. While some spells are pure Conjurations (e.g. [[Magic Dart]]), most damage-dealing spells combine this skill with an elemental sc {{Skills}}
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  • '''Earth Magic''' skill determines how easily you can use spells that shape or use earth, Earth Magic spells deal physical damage, having no elemental resistance. Its [[Conjurat
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  • The '''Fire Magic''' school determines how easily you can manipulate fire. ...irepower, whether they be single targets or large groups. Damage from Fire Magic is generally reduced by [[fire resistance]].
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  • {{Skills}} [[Category:Magic skills]]
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  • '''Ice Magic''' skill determines how easily you can cast spells that employ ice, cold, a Ice Magic provides many "subtle" spells: most Ice spells cause passive effects, affec
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  • The '''Necromancy''' school of magic focuses on calling upon the unsavory power of death itself. It also boosts ...l options. It contains a very diverse spell set, and is a useful school of magic to study.
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  • The '''Poison Magic''' school concerns itself primarily with the [[poison]]ing of monsters, all ...actitioners are advised to eventually branch out into some other school of magic.
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  • Note that there is one spell in this school of magic that does not create summoned monsters: [[eldritch tentacle]]s, which can b *In [[0.26]], the last two utility spells were removed from this magic school: [[Aura of Abjuration]] and [[Recall]].
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  • ...2 spells can be extremely useful, making it a popular school for otherwise magic-free brutes to dabble in. {{Skills}}
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  • ...forms, see [[Shapeshifting]]. For the current transmuting-themed school of magic, see [[Alchemy]].'' ...ilitative spells as well, particularly if they are also skilled in [[Earth Magic]].
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  • ...us in-game factors, such as "what weapons are physically available", "what skills you have", and any [[artefact]]s you find. If your desired weapon isn't ava ...ts accuracy and weapon speed. In addition, your [[species]] may learn some skills faster than others.
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  • ...provided they have sufficient [[MP]], are skilled enough in the spell's [[magic school]]s, and not under a few [[status effect]]s. Spells are learned from ...tations]] / [[Ice Magic]] spell. Both "Transmutations" and "Ice Magic" are skills that boost the strength and success rate of the spell. Spells with multiple
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  • ==Starting Skills and Stats== ...g]] can help in getting to a stair safely, most useful in conjunction with magic mapping.
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  • ==Starting Skills and Equipment== Coglins start with the skills and equipment listed for their background, with the following exceptions:
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  • ...to casters - especially those skilled in the appropriate form of elemental magic.<br>You can sustain at most three creatures summoned by this spell.}} ...ed elemental is based entirely upon your skill in the associated elemental magic school:
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  • |school2={{Air Magic}} '''Flight''' is a level 3 [[Charms]]/[[Air Magic]] spell which causes the caster to [[fly]] for its duration. Unlike some so
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  • ...ell: spell casting success is based on the average of the spell's schools' skills. *[[Fire Magic]]
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  • ...are [[Fire Magic|Fire]], [[Ice Magic|Ice]], [[Air Magic|Air]], and [[Earth Magic|Earth]]. ...the Water element; however, in the game, water magic is a lost and unknown magic.
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  • ....g. [[Mephitic Cloud]], which requires Conjurations, Poison Magic, and Air Magic). [[Djinn]] instead use the generic [[Spellcasting]] skill for all of their **'''Wild Magic''' increases your spell power, but decreases your success rate. The bonus i
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  • # Spell-related skills, [[Intelligence]] # Modifiers like [[Wizardry]] and [[Good_mutations#Wild_Magic|Wild Magic]]
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  • ...(7 + sources)</code>. This is applied after calculating spell failure from skills and other modifiers, though failure is modified by a [[Spell_Success#Final [[Category:Magic]]
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  • ...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 bypasses armou ...of fire''' 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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  • ...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 bypasses arm ...of cold''' 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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  • ...lls cast by its wielder. If the wielder is skilled in Evocations and Earth magic, they can fracture the ground beneath those struck by it, dealing substanti ...earth''' is a [[magical staff]]. It gives a [[spell enhancer]] to [[Earth Magic]], but no resistance.
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  • ...tes them from electricity. If the wielder is skilled in Evocations and Air Magic, they can shock those struck by it.}} ...f of air''' is a [[magical staff]]. It gives a [[spell enhancer]] to [[Air Magic]] and gives the wielder [[electricity resistance]].
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  • ...the effects of poison. If the wielder is skilled in Evocations and Poison Magic, they can envenom those struck by it, dealing poison damage which bypasses In addition, the [[Staves]] and [[Fighting]] skills will increase the damage done by the staff itself.
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  • ...(also works well for the whole game). I'll go over some specific kinds of skills and items I recommend next, and then go back to discussing strategy for the ...t if you can get it, and nice intrinsics include slaying, AC/EV, wizardry, magic resistance, regeneration, fire/cold/poison/electricity resistance, later on
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  • * The experience cost of high-level skills is reduced. * Wanderers have more useful starting skills and new item possibilities.
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  • *'''[[Channel magic]]''': 3-5 MP restored per turn for <code>3 + 2d(2/3 * Invocations)/2</code> ...ell in your library. The [[spellpower]] for this cast uses the usual spell skills, enhancers, etc. but also receives a bonus of 1.5 * the spellpower as if [[
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  • ...ons and mighty allies. Followers are absolutely forbidden the use of spell magic. ...beings. Trog especially likes it when you kill wizards and other users of magic.
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  • {{flavour|Vehumet is a god of the destructive powers of magic. Followers will gain divine assistance in commanding the hermetic arts, and *[[Djinn]]'s unusual approach to magic renders them unable to worship Vehumet.
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  • ...laws]] and an unarmed combat aptitude that's not as terrible as most other skills, monk is a widely lauded background for trolls. This just becomes all the m ...g skill. Just like with other characters, you can begin to expand to other skills as these base ones achieve an acceptable level.
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  • ...e removed by shattering it forever. However, these curses enhance specific skills. They will also please Ashenzari, who will reveal the invisible and grant c ! Group || Boosted skills
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  • *[[Sif Muna]]: "Generic" magic god; channel MP, and eventually get access to (and cast) every spell in the *[[Vehumet]]: A god of [[Conjurations|destructive]] magic; gives and buffs offensive spells, including MP gain on kill.
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  • Followers of Okawaru will gain the ability to temporarily increase their skills in combat, and, much later, to deal much faster blows. Okawaru will eventua ...of Destruction is like a larger [[Magic Dart]], and Okawaru doesn't block Magic Dart).
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  • * '''[[Sif Muna]]''', god of [[magic]] and mystical secrets. * '''[[Vehumet]]''', god of destructive magic.
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  • ...ills over others. For example, [[Deep Elves]] have an easier time learning magic, and [[Hill Orc]]s have an easier time learning melee combat. Taking advant For most types of skills, the difference between, say, level 15 and level 13.8 is small. Going from
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  • *Total [[magic points]]. ...hed this can still use XP to improve their [[score|final score]] and their skills.
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  • **All 'mage' backgrounds now start with a potion of magic. * Ranged weapon skills and starts are streamlined (see also "Items" below):
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  • * Improved religion, skills, ability interface. (Commands are ^!, m?, and a!.) * Added coloured HP/Magic bars.
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  • * Okawaru: Might -> Heroism, increasing all weapon skills by 5, up to 27. * Don't waste a turn and/or magic when aborting various actions.
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  • ===Skills=== * Skill training: skills are trained immediately when XP is gained. The skills trained are the ones that have been used recently (auto) or the ones which
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  • ...at can deal ridiculous amounts of damage. If you are not confident in your skills, escape is strongly advised. ...most elemental damage, casters should use pure [[Conjurations]] or [[Earth Magic]] to deal with them. Necromancy users can use [[Dispel Undead]]. Melee figh
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  • ...lly every enemy the game throws at you. Since you also learned some [[fire magic]] spells, including even [[Fire Storm]], you have a truly lethal arsenal of ...game. The [[augmentation]] mutation lets you consistently cast even earth magic spells at full [[spell power]]; the [[robust]] mutation avails you with 450
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  • ...eapon. I am already proficient in the usage thereof and am eager to use my skills to serve Beogh. ...and know not what it means. I am reluctant to break the seal and read the magic words inside for fear of harm. Also found a purple potion.
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  • ...tification. MP gained while full will eventually be turned into potions of magic. ** The [[amulet of magic regeneration]], which increases MP regeneration after a warmup period.
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  • ...high recharge rate. So long as Evocations higher than all your other magic skills, you have 80% chance to get a rod you don't already own if you request a st ...], and low intelligence will not penalize casting. Many species are bad at magic, but at least competent at Evocations.
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  • ...t choose their type, but they generally are biased toward your predominant skills. Not all excellent items found in vaults are necessarily acquirements, thou ...y likely to receive a weapon in that category. A conjurer with high [[Fire Magic]] skill will likely find a spellbook with more fire spells.
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  • ===Demonic Magic=== {{:Demonic Magic}}
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  • ...|| Very Rare || Gives a choice of three items to acquire tailored to your skills, or a pile of gold. *[[Scroll of magic mapping]] - Changed to [[scroll of revelation]] in [[0.31]]
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  • {{flavour|A magic potion which greatly increases the dexterity and evasiveness of the one who ...stealth and evasion by an amount based on your [[Dodging]] and [[Stealth]] skills)
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  • ...tive arts, along with magically imbued statues capable of casting powerful magic. ...]], these mages only generate with their Conjurations-focused spell set: [[Magic Dart]] (3d5), [[Force Lance]] (3d13), and [[Iskenderun's Battlesphere]]. Th
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  • ...s]] or scarf of cloud immunity can appear. The boss chamber contains [[Air Magic]]-themed items ([[spell book]]s and [[staff of air|staves]]), good [[ring]] ...n resort to their pathetic melee skills instead of hammering you with wind magic, though getting in close makes [[Tornado]] more dangerous. Alternatively, a
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  • ...|| [[Confusion|Confuses]] you, but dramatically increases your health and magic regeneration for several turns. ..." | Rare || Ends many [[status effects]] (both good and bad) and reduces [[magic contamination]].
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  • ==Starting Skills and Equipment== Barachim receive the skills and equipment listed for their background.
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  • ...you're gonna run out of consumables. Don't forget to put your non-killing skills once you have enough power (e.g. for a caster, train Fighting, Dodging, Ste ...urces include [[wand]]s, [[curare]] [[dart]]s, and the [[Hexes]] school of magic.
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  • ...0.8]], wield-IDing [[magical staves]] would only work if the spellcaster's skills exceeded a certain value, much like with weapon enchantments. *Prior to [[0.6]] and the removal of the [[Divinations]] school of magic, you could also identify items using the [[Identify]] spell.
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  • Wrapping up our skills for our characters... If you've been training up specific skills, your main defenses: [[Fighting]], [[Armour]], [[Dodging]], and/or [[Shield
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  • ...tered the two [[rune]]-containing [[Lair]] branches yet. From now on, your skills no longer reflect your background, but rather reflect your general strategy ...ll also boosts your combat prowess. Fighting is one of your most important skills, period -- especially once you've finished training up your weapon.
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  • ...[Zot trap]]s), and Sage cards (which often divert useful experience toward skills you will never use). Unless you're fine with the possibility of losing your ...Paralysis]]. At higher power, it has a chance of giving [[Potion of magic|Magic]], [[Potion of invisibility|Invisibility]], [[Potion of speed|Speed]] or [[
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  • ...o invest XP in a few specific skills, rather than attempting to learn many skills at once. It is often essential, at least in one form or another. ...me weapons and spells usually require a lot of skill investment. Defensive skills will make your character more durable.
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  • # Concentrate on your spell skills and learn [[Throw Flame]]. ...potion of speed]] and kill the [[Ogre]]. Back away and quaff a [[potion of magic]], if necessary.
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  • ...iable means of surviving, as the game progresses you should diversify your skills to ensure you can meet any challenge. **Melee fighters might want to learn [[Spellcasting]] and dabble in magic, even if its just with [[Evocations]].
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  • *XL 27 and very high skills. ...s of might/brilliance/haste to enhance your battle prowess, and potions of magic to recover MP in a pinch.
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  • '''A''' : set all skills to level '''k''' : change experience level and skills
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  • ...ul Guardian''' - A disgraced [[guardian serpent]] who uses powerful poison magic and a nasty sleeping spell. ...commands a pack of fiery monsters while pelting you with high-power [[Fire Magic]] and [[Damnation]].
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  • ...d update the wiki accordingly. This can be done even without code-reading skills as the summaries are plain English; make a list of clearly important change | ''Practical magic resistance''
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  • * <s>Makhleb's powers use Health instead of Magic.</s> * <s>Makhleb gives more Health for killing but no Magic anymore.</s>
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  • ...allows even unknown skills to be trained). Additionally, partial levels of skills (e.g., ‘15.2’) matter. ...ollowers will be rewarded for kills with a larger amount of health, but no magic.
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  • ...will be halved, your spellcasting power will be greatly hampered, and your skills will be further drained when taking damage. ...orona|backlighting]] (e.g. [[Corona]], [[Meteoran]] aura, glow from high [[magic contamination]])
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  • ...'' based on their current skill set. To determine the title, a character's skills are placed into five tiers: Lvl 1-7, 8-14, 15-20, 21-26, and 27. Your chara | '''[[Fire Magic]]'''
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  • ...t of risk, which is reduced if one is skilled in the appropriate elemental magic.}} ...]] skill, the more likely the device is to work, while having a high [[Air Magic]] skill increases the likelihood of the air elemental being allied to you i
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  • ...t of risk, which is reduced if one is skilled in the appropriate elemental magic.}} ...skill, the more likely the device is to work, while having a high [[Earth Magic]] skill increases the likelihood of the earth elemental being allied to you
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  • ...ttack]]s and resistances, while the occupations determine their equipment, skills, and spells. Fortunately, they are all [[cold-blooded]] creatures and will ...terlink|Purple draconian}} - Occult draconians that are quite resistant to magic and breathe blasts of irresistible, enchantment-stripping energy.
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  • ...body}}- Decaying figures found in [[swamp]]y areas. They possess chilling magic and an icy touch. ...Ancient lich}}- A long-lived lich that has achieved mastery over offensive magic. Their spells are hideously powerful.
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  • *[[Deep elves]] are better at [[Earth Magic]] than [[Air Magic]]. ...[spiked flail]], [[potion of water]], [[staff of enchantment]], plain (non-magic, non-quarter-) staves
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  • ...ocused on knowledge and detection. Many spells like [[Detect Curse]] and [[Magic Mapping]] were replicated from [[scroll]] effects. [[Ashenzari]], the god o [[Category:Magic skills]]
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  • :''For the class of spells and effects known as "hostile enchantments", see [[Magic resistance#Resistible enchantments]].'' ...such as [[Confuse]]). Being skilled in Enchantments also increases your [[magic resistance]].
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  • ...to fire, have their stony skin soften, gain extra power when casting fire magic, become vulnerable to cold, speed up even more, and finally cause fire dama ...They're pretty bad spellcasters, except for transmutations, fire and earth magic.}}
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  • ...ur hunter is powerful and fast, and although they aren't very skilled with magic, they can make great use of some low-level spells to round themselves out. ...everything. In addition a hunter starts with fairly low intelligence. So, magic will be limited to a few low level spells.
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  • *<s>[[Deep elves]] are better at [[Earth Magic]] than [[Air Magic]]</s>. ...[spiked flail]], [[potion of water]], [[staff of enchantment]], plain (non-magic, non-quarter-) staves</s>
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  • ...onjurer''' is a magic user who revolves around three central concepts: Ice magic, Necromancy, and corpse manipulation. ...rations]] aptitude is terrible (-3), as is their [[Invocations]] (-2). Ice magic is the obvious focus for damaging spells; there's no avoiding the horrible
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  • ==Skills== Primary Skills:
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  • =Skills= ...ind them. Generally, train combat skills whenever you can, and train spell skills when you need to learn new spells.
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  • Primary Skills: ...t worry, you have just enough piety to leave. Do not turn off your primary skills, or else you'll have trouble dealing with enemies later on.
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  • ==Skills== ...ng, humanoid creatures. They have average speed and slightly below average magic resistance. Each Orc can hold one melee weapon, one piece of armor, a stack
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  • ...and [[Stealth]] -- not to mention that they have great aptitudes for those skills! Unfortunately, their small size means Kobolds are somewhat frail, but... :*Anti-magic for dangerous casters
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  • * The [[Conjurer|Conjurer's]] starting book leans toward [[Ice Magic]] for it's midgame damage dealing with the excellent [[Freezing Cloud]] and ...n bonusses help a lot to mitigate a [[Demonspawn]]'s -1 aptitude for [[Ice Magic]]. So [[Freezing Cloud]], Bolt of Cold and later [[Ice Storm]] are easier t
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  • ...ust a few skills while getting started. You can press '''m''' to view your skills menu, and then use the '''/''' key to swap between automatic and manual. ...few extra turns of survival don't mean much. Melee [[to hit|accuracy]] and magic success rates are naturally low, and thus, important to raise.
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  • ...d and the choice of shield vs two-handed weapon is up to you. Most weapon skills will tend towards 2H weapons, although nagas do have very strong stealth if Of weapon skills, polearms are generally favored for the innate reaching ability. No, hunter
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  • ...us to the player, who might be reluctant to try one because of Trolls' bad magic [[aptitude]]s. The following guide shall give a brief overview on how to pl ...increase its power, but that would be hard and inefficient due to our low magic aptitudes and Intelligence. Instead, make use of your troll claws, which gi
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  • This guide details a progression through a set of skills well-suited to [[Deep Elf]] [[Air Elementalist]]s. Other races with similar The overall progression outlined here involves heavy use of air magic in the early game, which enables the use of [[Summon Elemental|Summon (air)
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  • ...y always a "suitable apt". If your apt is bad and you feel that your magic skills are lacking, you might want to delay this step for some time. However, don' ==Defensive Skills Later On==
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  • ..., +3 to Hexes, +2 to Necromancy, and +1 for everything else save for Earth Magic, which is at 0. Not only that, but they gain a lot more MP than average (+3 ...rior firepower. While defense still matters, never turn off your offensive skills until you've mastered them.
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  • ==Skills== Primary Skills:
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  • ...at if you suspect things are about to go pear shaped. Ranged attackers and magic users especially pose a serious threat to you, and should be dealt with car ==Skills==
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  • ==Skills== # 27 Stealth, 10 Fighting, and whatever spell skills you want.
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  • Primary Skills: *[[Poison Magic]]
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  • ...s of a 'jack-of-all-trades' character: having to develop both fighting and magic abilities, they excel at neither. ...t spellcasting or charms skills. However, as Skalds are poor at combat AND magic in the early game, a heavily combat-oriented race will help you survive to
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  • ..., nice to have intrinsics. Any character who has seriously developed their skills will barely notice the accuracy drop. Overall, it's a strong amulet, especi *Prior to [[0.27]], this amulet gave +5 EV, but did not boost [[Air]] magic.
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  • ...ore ability to survive the beating. There's also a Ring of Protection from Magic. Among his few wands are enslavement, confusion, polymorph, random effects a ring of magic protection
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  • ...l selection. The items offered will often be a good match for the reader's skills; and if nothing recommends itself, the reader can always choose a heap of g ...to receive a weapon in that category. Similarly, a caster with high [[Fire Magic]] is more likely to get Fire spells from a book.
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  • {{monsterlink|Mana viper}}- Mystical snakes whose bites [[antimagic|drain magic]] from their victims. {{monsterlink|Guardian serpent}}- Intelligent snakes with magical skills. Moderately dangerous alone, but can [[Blink Other Close|teleport their all
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  • ...y tough Early Game where they quickly have to find consumables or train up skills in order to survive threats that can potentially end their run abruptly wit ...nja or on particularly tough monsters like Hill Giants which have mediocre magic resistance.
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  • [[Okawaru]]'s Heroism ability gives you a +5 bonus to all non-magical skills. ...boost your fire resistance, and enhance the [[spell power]] of your [[Fire Magic]], but renders you very vulnerable to [[cold]].
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  • ...the time you finish [[lair]]. Even though they are crap at doing anything magic related, this won't matter to you as your class will be a [[berserker]]. So You won't be training too much skills as you won't be learning any spells
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  • ...hunger for knowledge and adventure. Djinn have a unique relationship with magic: rather than learning spells from books, their spells come from within, wel ...nique relationship with magic means that they cannot choose to train magic skills independently.}}
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  • |school1={{Air Magic}} ...because it is [[Size#Giant|giant]], it loses EV. When your only defensive skills are [[Fighting]] and [[Dodging]], that isn't great.
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  • ...our Stealth skill increases to level 3!'' I wait until my grey elf has 4/4 magic and 9/9 hp, then instruct the elf to turn and attack. I cast "freeze". ''Yo ##.# #.#.............#.#<.# Magic: 12/12
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  • ==Skills== These are the skills you should be considering, and some information as to why. Visit the [[skil
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  • ...[[demigod]] has an aptitude of 100. When I press 'm' to check my demigod's skills, I see only Darts at Skill 1 (%70). ...+0 ring mail (worn) and a bread ration. My demigod also has 13/13 hp, 2/2 magic, and attributes of strength 19, intelligence 10, dexterity 13.
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  • Magic: 5/5 You are not resistant to magic.
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  • ...Finding new stuff makes it fun again. Don't expect to be dazzled with mad skills, I'm just doing a diary for the fun of it. ...hing is that I've made heaps of friends here. I finally got good enough at magic to learn my Animate Dead spell, so I've started reviving creatures. When th
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  • ...his mouth. And I felt only any magical power for two or three castings of magic dart. I casted like no tomorrow and jumped around his blade. Phew! He's dea ...safety. I pick up his little horde. Somehow, I feel more competent with my magic darts. Maybe my teacher was correct about my studies being useless. Oh well
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  • ...agic. Since I'm already learned in melee, and don't plan to use high level magic, I believe I can be a better fighter. ...ed in open space, forcing me to fight several at once; I exhausted my [[MP|magic]] but killed two with Pain, and the third with my axe. After resting, a [[k
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  • ...It was even better for the fact that I could still throw my other powerful magic weapons, so choosing the lajatang wouldn't make my other weapons obsolete. ...ot that I used the powers very much, but the [[evocations]] to replenish [[Magic points|mana]] and to forget [[spells]] (and regain their memorisation level
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  • ...nyway, it didn't look harmful for the time being. Soon enough, conjuration skills was trained to level 1. Although unsure abut if this would increase the nag ...t's try go enchanting and melee then. A !mutation gave the naga a level of magic resistence. I love to gamble with mutation, but it's better to refrain from
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  • ...ve, I put it on; true to form, the shine stood for magic that enhanced it, magic I could feel as it touched my head. The next possible challenge was an ice beast, a living creature made of magic and cold. A perfect test for any charges left in my wand of flame. It serve
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  • ...e dagger. Using it anyway, because as a mage, I'll probably end up using a magic staff of some sort if I make it decently far. ...t on something big and angry. Granted since it's only D2, It's most likely magic darts or something, but oh well.
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  • ...]], a bread ration, a +0 [[robe]], a +0 wizard’s hat and a book of minor magic [flame]. I ran into +1 [[gloves]] almost as soon as I entered, a fairly sol The first level didn’t hold many challenges, my magic dart cleaned house fairly easily. I also found a short sword and found it u
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  • ...notice the fountains by the temple are sparkling, flowing with an ancient magic. I must not have noticed it in my rush to greet Vehumet, but now I crave th ...on the floor. Vehumet, greatly pleased with my choice of spell, granted me magic over and over, fueling my rapid theft of life and warmth. Soon, not a singl
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  • * T:1740: Jessica dropped a (use-tested) +2 robe of magic resistance! Awesome! *Turn off individual-weapons skills so as to train only fighting skill, since you don't know early on what weap
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  • ...stool, three goblins, and an iguana. Praise Trog for my mighty restoration skills! ...oll. The scroll turns out to be that of identify, and the second one is of magic mapping.
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  • ...through him I gained an understand of Trog's love. I learned to hate all magic users. I learned to channel my energies into a powerful but exhausting rag ...reated into a corridor, where I ambushed and quickly killed him. My first magic user kill! I could sense Trog's elation. While sacrificing the wizard's c
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  • ...son was a personal choice; I found outright destruction beneath me and ice magic a bit too pretentious. Poison was slow and uncertain and I liked that. ...D'd scrolls is a recharging, and I have no idea what to do once poison and magic resistance starts kicking in. Maybe that melee will come in handy, but wit
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  • ...ference, this is a version 0.7 [[Mountain dwarf]] [[Hunter]]. My choice of skills? Fighting for getting HP as high as possible. Axes and Crossbows as my clos ...thoroughly [[Prince Ribbit]] would own me. My most frequent characters are magic users who would be able to mephitic cloud him, or crusaders who would have
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  • Skills are going well. Fighting 14, Maces&Flails 20. No reason to train Armour rig ...my antimagic GSC with rN+, then retreat to a corridor and wait. Margery's magic leaks into the air many times... and I win, losing 7 HP in the process. I t
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  • ...rary. Haven't cracked it open until now, but might as well get cracking. Magic Mongo's book of Spatial Translocations, let's see, ah yes... a for Apportat I've healed up quite well now. And with 30 XP, I feel like rounding out my skills some more on the remaining orc. Didn't find the orc, but did find a goblin
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  • ...hing it up, I was left exhausted but thanks again to my amulet and evasion skills, I was mostly unscathed. Nothing else worth mentioning except the fact that ...in violet, green and black, none of which saw me yet. Looked like the next magic convention to me so I gathered my wits and left, headed back for the Lair.
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  • ...es, who might be better in the long run but lack the Deep Elves' knack for magic. ...already level 2, so I learn [[Throw Flame]]. I won't use it until I've got Magic Dart's power maxed out though. The rest of D1 is uneventful; I find and put
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  • ...e orcs and yet another crimson imp. I swear to God, whenever I play an Ice Magic Conjurer, these guys ''never'' show up, but now they're coming out of the w ...potion of mutation. Spellcasting is at 11.0, Conjurations at 9.1, and Fire Magic at 8.4 -- a good balance. Bolt of Cold's success is now Fair but has a Hone
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  • ...ason is that big S word. Specialization. I made the mistake of having many skills turned on. So at the point of being ready to enter Zot, I was at 27 in Spel Magic Dart is kinda wow. On the one hand, it kills Kobolds etc with surprising ea
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  • ...e zapped away at me with bolts of about everything there was, fire, frost, magic darts … this time I couldn’t get rid of her thanks to pesky goblins blo ...Plus, my pack was still full. It would also give me a chance to test some magic on some easier monsters. It’s hard to effectively use a spell in close co
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  • I followed the guide and switched off training of all skills but Polearms. On D:3 I gained the ability to animate all corpses in sight. ...two ghouls and few zombies. On D:16 I got Fannar, who tried to use his ice magic to no avail and was promptly ripped to shreds by my ghouls and a death cob.
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  • ...capable at both melee and ranged combat too. They are naturally bad at air magic and conjurations.}} ==Starting Skills and Equipment==
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  • ...oyle brings along formidable stats for melee fighting and decent offensive magic. Indeed the Gargoyle is the first character that got me to a 15-rune victor ...spite of Gargoyle’s apparent weakness here), you also get your defensive skills up, and pick a weapon category. My weapon of choice would be an air or fire
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  • ...heal with wands or potions; they possess innate spirit shield and an anti-magic bite. ...which triggers on sufficiently damaging attacks of nearby allies, and Sap Magic, a hex which hinders spellcasting success progressively as spells are cast)
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  • #Fire magic title should be Pyromaniac, not Pyromancer. #if you're good enough at earth magic you should get groovy earth mamas following you around, man. they can sell
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  • Attack magic will be your primary way of dealing damage throughout the entire game. You ...gh those are welcome, of course), but how he supports the use of offensive magic that we already know (range extension, ''wizardry'' bonus, mana restoration
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  • ===Skills=== ...ely to get Throwing, but hold out for a bow. It scales very well with your skills. Go to 7 if you don't want any ammunition from Trog or Okawaru, and go no h
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  • Spells: Magic Dart recognized Skills: Spellcasting 1,7 | Conjurations 2,6 | Air Magic 1,0 | Earth Magic 1,7 | Evocations 1,7
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  • Magic courses freely through their bodies, and any damage they take is split betw ...le when their reserves start to run low, thus replenishing their shroud of magic and their spells' fuel with each voracious bite.}}
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  • Dungeon 7: Oh, an Ossuary! Please let me find it. Oh, wait, haha, magic mapping. It's right above me. AUGH TELEPORT TRAP. Oh, and a ring of poison ...work. First treasure room has useful scrolls and potions and an amulet. Of magic regen. At least I don't have more tough choices. Next treasure room had les
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  • ...h spellcasting is recommended for any player that doesn't follow Trog, the magic-hating God of Frenzy, and this build can benefit from it as thoroughly as a ...ungodly Fighting skill. The second means that anything that can cast earth magic (deep troll earth mages, Jorgrun, maybe some others) must be killed ASAP, w
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  • ...heal with wands or potions; they possess innate spirit shield and an anti-magic bite.</s> ...which triggers on sufficiently damaging attacks of nearby allies, and Sap Magic, a hex which hinders spellcasting success progressively as spells are cast)
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  • ...s all my attention on training my spellcasting, and my abysmal conjuration skills. ...a goblin and an armed kobold. The goblin rolls over after three hits by my magic dart, but the kobold pursues me with his dagger, and my darts don’t seem
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  • ...game where your regeneration achives much of to the sam effect) Potions of Magic will add as much to your resilence as a potion of heal wounds for other cha ...as you will generally need all stats and all skills aside from the weapon skills. It is generally a waste of XP to start as something else as monk or transm
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  • ...hat the minotaur’s least-worst magic [[aptitude]] is [[Earth Magic|earth magic]], making it slightly easier to learn. Also, as rightly pointed out in the ...rs, you’ll want to focus both your ‘''armor''’ and ‘''dodging''’ skills right from the beginning.
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  • ...if she casts Death's Door (once DD expires). You don't need to train any skills to use a blowgun effectively; throwing helps, but they work great at 0 thro ...t's most important to train magic, but fighting is your most important non-magic skill unless your aptitude is really awful. Not only does it grant more HP
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  • ...a mage with a repertoire of useful, high-level spells from many schools of magic. By the midgame, [[Spellcasting]] will be your main skill. Here's a taste ...getting low on MP, or if you are below about 75% HP. As a DE with a total magic focus you can't afford to enter melee. If a fight is going well you'll bar
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  • ...ou a bit with your magic, like Vehumet does. In the end game, when magical skills are high, there is no difference playing TSO or Vehumet, because all your s
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  • ...of 0. Everything else relevant for me looks green: fire magic at +1, [[air magic]] at +3 (wow again!), each melee weapon, [[dodging]], [[armour]] and [[evoc ...o avoid the casting penalties. Another find is a [[ring of protection from magic]], which isn’t at all bad this early in the game. I’d also fancy a [[ri
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  • ...nt skills. Certainly, up to now, I did not train a single level of [[Earth Magic]], and get two high-end earth spells for that. ...ll is actually halfway to 8, and staves very close to 9. None of all these skills is anywhere near to where I want them. For example, with Vehumets assistanc
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  • ...a "caster" than a "melee brute". Many characters can hybridize into spell magic, since they aren't being encumbered by armour or shield. ...[Slings (skill)|Slings]], [[Bows]], and [[Crossbows]], with their seperate skills. Slings [[crosstrain]]ed with [[Throwing]].
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  • ...Form]] and [[Blade Hands]] ASAP. It's might not be worth training poison magic for spider form, because it's useless to you otherwise and you want blade h ...ells. When blade hands failure rate is in the yellow, you can train other skills - mostly unarmed combat, and if you get some good evocables, train evocatio
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  • ...attackers and retaliate against their enemies, replenish their health and magic, perform a mighty leap, and unleash a massive wave of power against foes. ...rifices, you will be able to draw on this power to restore your health and magic and make a lightning-fast explosive leap. Exceptional sacrificiants can unl
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  • ...ing a Draconian: '''use magic to kill or weaken enemies at range; when the magic runs out or the enemies are vulnerable, swoop in and clean up the remnants ...Dart]], [[Blink]], and [[Mephitic Cloud]]. It is entirely possible to use Magic Dart as you primary offensive ranged attack up through the end of the Lair.
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  • ...r fast speed don't matter once you're a blaster who has maxed out all your skills. ...may be a reasonable concern with Conjurer, so you may want to use another magic start instead.
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  • ...comes along with an excellent [[conjurations]] and an even better [[earth Magic]] aptitude, which is important for the character that we want to develop. O ...us problem. Another handicap is a special vulnerability towards some earth magic spells, which only becomes relevant in the late game. A final species-relat
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  • ...they are absolutely monstrous at physical combat and absolute dumbasses at magic. Minotaurs have high HP and are incredibly proficient at anything resemblin ...skill target. Select Axes and put a target of 18. Don't touch any of these skills for the rest of the game, don't turn on any skill unless explicitly mention
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  • * [[Ashenzari]] now gives the Scrying ability at 1* piety, boosts skills at 2*, and grants SInv at 3*. ** The [[Fencer's Gloves]] now give a bonus to Short and Long Blades skills.
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  • ...ummies can then take the time to develop a very well-rounded repertoire of skills to support this spell. Players who have difficulty reaching the 'your to lo ...one of two Experience cards, but that’s better than getting Helix, Wild Magic, or Shuffle.
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  • *Drain now temporarily reduces max HP instead of skills. Rot no longer exists as a mechanic. *Artificers now start with better defensive skills, no weapon skill, and a club in place of the short sword and short blade sk
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  • Now while finding a (+0) Ring Mail of magic resistance on the ground which matches my +2 leather armour of Xom while gi ...fy a potion of degeneration, a potion of brilliance, resistance and one of magic without impressing Xom at all. Then I get my heal wounds and he laughs - pr
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  • ==Starting Skills and Stats== *[[Fire Magic]]: 3
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  • ...ingle time an enemy applies its claws, club, arrows, or reality shattering magic to your sensitive skin, you are exposed to the leading cause of mortality i * Complete lack of any items (except a measly consolation magic cocktail), weapons, or armour, and only three equipment slots for jewellery
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  • ...nny sense for the space around them, and the ability to recover health and magic as they explore the dungeon. However, as creatures clearly not native to th ...f your max HP and 1/135 of your max MP. Unaffected by Passive Mapping or [[magic mapping]]. Unlike exploration [[piety]], Explore Regen has fewer restrictio
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  • ...ingle time an enemy applies its claws, club, arrows, or reality shattering magic to your sensitive skin, you are exposed to the leading cause of mortality i {{flavour|[[File:Kikubaaqudgha altar.png]] It's not "evil magic"! It's recycling. Those bodies would have gone to waste.}}
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  • *'''Air Magic: 19''' ...you have secured the skilling targets outlined above, turn off ALL of your skills. Choose one of these ULTIMATE spells. These are ordered from best to worst
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  • ...e Orb somewhere in their vermin-infested root cellar, locked the door with magic runes, hired an army of goons, set a few traps … Talk about paranoid. But === Skills ===
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  • ...ody armour early on. At higher levels they also regenerate both health and magic when rolling, making them truly resilient.}} ==Starting Skills and Equipment==
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  • *New skill and background: Alchemists, melding Poison Magic and Transmutation. *Artefact staves and orbs can now enhance other schools of magic, even those which don't have corresponding base enhancer staff types.
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  • ...eshifting skill was introduced in [[0.31]]. Previously, [[Transmutations]] magic would let you change your form. {{Skills}}
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  • Although Dragon Form melds [[staves]] and [[int]]-raising gear, you can use magic however you please. Since you won't have armour or shield [[encumbrance]], ...an win a 3-rune game. Thus, Dragon Form allows you to invest XP into other skills (without lacking in power).
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  • ...is [[Size#Giant|giant]], it loses EV; that hurts when your only defensive skills are [[Fighting]] and [[Dodging]]. In the end, Dragon Form is usually more d ...an win a 3-rune game. Thus, Dragon Form allows you to invest XP into other skills (without lacking in power).
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  • ...ar in mind the slowness. Of course, spells are not ''useless'', as support magic can be very helpful. ...hese characters should generally focus on [[Fighting]] and other defensive skills before using Statue Form. In [[extended]], however, the torment resistance
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  • ...hemy spells affect items in any way. It is the combination of the [[Poison Magic]] and [[Transmutations]] schools. *In [[0.31]], Alchemy was introduced, replacing [[Poison Magic]] and part of [[Transmutations]].
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  • They are proficient with most melee weapons and forms of magic, but lack the dexterity or inclination to use ranged weapons or magical dev *'''[[Double Potion Healing]]''': Oni restore twice as much health and magic when drinking potions. [[Potion of mutation|Potions of mutation]] are also
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  • {{flavour| Alchemists start with knowledge of poison-based magic, which is extremely useful in the shallower levels of the Dungeon where few *[[Potion of magic]]
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