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  • ...ackground]]s in Crawl parlance); your character is defined more by their [[skills]], [[species]] and choice of [[God|deity]] than their background. ...s:// 0.25 “Magic Surges Out from Thin Air”]
    9 KB (1,128 words) - 14:15, 23 July 2020
  • ...y quickly and they excel at ranged combat, but they are poor at most other skills. ...d. They have excellent statistics, but need more experience for both their skills and their leveling.
    7 KB (1,057 words) - 08:55, 11 September 2020
  • ...players. Humans advance quickly in levels and have equal abilities in most skills.}} ...drawbacks. If they want special powers, they must turn to [[mutation]]s, [[magic]], or [[choosing a god|the gods]].
    4 KB (653 words) - 07:33, 31 January 2018
  • ...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]].
    2 KB (277 words) - 19:36, 21 February 2018
  • ...ving a natural gift for all forms of magic (including necromancy and earth magic), and adapted physically to their new environment, becoming shorter, weaker ...exterity]] of 10 (before Background modifiers). They have two extra base [[magic points]].
    2 KB (289 words) - 10:17, 31 January 2018
  • ...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.
    2 KB (334 words) - 15:33, 29 July 2016
  • ...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
    11 KB (1,715 words) - 10:21, 7 September 2020
  • ...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]].
    2 KB (355 words) - 18:55, 19 February 2020
  • ...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).
    4 KB (518 words) - 05:30, 9 July 2020
  • ...aker than Halflings, and are slightly more talented at using most types of magic, particularly necromancy. They are competent in combat, especially with sho *+3 [[magic resistance]] per level.
    4 KB (548 words) - 02:53, 20 September 2020
  • ...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 11 (before Background modifiers). They have +1 to base [[magic points]].
    7 KB (1,017 words) - 05:36, 9 July 2020
  • ...[[Dexterity]] of 6 (before Background modifiers). They have average base [[magic points]]. *+5 [[magic resistance]] per level.
    4 KB (566 words) - 09:15, 31 January 2018
  • ...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.
    4 KB (555 words) - 07:05, 11 September 2020
  • ...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]].
    5 KB (772 words) - 05:37, 9 July 2020
  • ...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.
    8 KB (1,332 words) - 04:41, 9 July 2020
  • ...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]].
    3 KB (465 words) - 22:43, 22 November 2019
  • ...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 *+3 [[magic resistance]] per level (+6 for purple Draconians).
    9 KB (1,425 words) - 20:26, 28 August 2019
  • ...downside, they advance more slowly in experience than any other race, gain skills slightly less quickly than Humans and, due to their status, cannot worship ...exterity]] of 11 (before Background modifiers). They have two extra base [[magic points]].
    3 KB (474 words) - 18:54, 7 February 2018
  • Demonspawn advance slowly in experience and learn most skills at about the same rate as do Demigods. However, they are a little better at *+3 magic resistance per level.
    5 KB (746 words) - 10:06, 31 January 2018
  • ...omancy which only affect living creatures. The side effects of necromantic magic tend to be relatively harmless to Mummies. However, their desiccated bodies *+5 [[magic resistance]] per level.
    6 KB (883 words) - 05:03, 30 January 2019

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