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* SwordBeam: The Sword of Power unique artifact was reworked in version 0.26; when striking an enemy, it has a chance (based on your current HP -- the more, the better) of firing a powerful but inaccurate rays in your target's direction.

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* SwordBeam: The Sword of Power unique artifact was reworked in version 0.26; when striking an enemy, it has a chance (based on your current HP -- the more, the better) of firing a powerful but inaccurate rays ray in your target's direction.

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* SymmetricEffect: Torment, Vulnerability, and Silence all affect everyone within sight, including the player or monster creating the effect. Immunity is very rare.



* SwordBeam: The Sword of Power unique artifact was reworked in version 0.26; when striking an enemy, it has a chance (based on your current HP -- the more, the better) of firing a powerful but inaccurate rays in your target's direction.
* SymmetricEffect: Torment, Vulnerability, and Silence all affect everyone within sight, including the player or monster creating the effect. Player immunity is very rare, but at least in the case of Torment, every monster that can cast it is Torment-immune.



* ToughBeetles: The assorted beetle monsters that have been present throughout ''Crawl'''s history tended to be physically strong and durable, though most have since been removed due to also being [[MightyGlacier very slow]] opponents with no ranged capabilities. The one beetle still in the game, the boulder beetle, continues to play this trope straight, but moves at normal speed (and can even [[RollingAttack roll at foes]]).

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* ToughBeetles: The assorted beetle monsters that have been present throughout ''Crawl'''s history tended to be physically strong and durable, though most have since been removed due to also being [[MightyGlacier very slow]] opponents with no ranged capabilities. The one One beetle still in the game, the boulder beetle, continues to play this trope straight, but moves at normal speed (and and can even [[RollingAttack roll at foes]]).foes]]. (Death scarabs are also present in late-game areas, but they're more of a "scuttling swarm" threat instead.)



** The undead are vulnerable to weapons of holy wrath (blessed by The Shining One, god of not-liking-unholy-stuff), and the Dispel Undead spell is essentially Crawl's version of Turn Undead - it is, however, a necromancy spell, meaning that any characters who want to be holy are forbidden from using it.

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** The undead are vulnerable to weapons of holy wrath (blessed by The Shining One, god of not-liking-unholy-stuff), and the Dispel Undead spell is essentially Crawl's version of Turn Undead - it is, however, a necromancy Necromancy spell, meaning that any characters who want to be holy are forbidden from using it.



** Ijyb is also only dangerous if she's got a wand.

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** Ijyb is also only dangerous if she's got a good wand.



** Robin comes with a horde of goblins and hobgoblins, and can be a nuisance; however, as long as you [[FishingForMooks carefully pick off her support]], she's easy to kill.

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** Robin comes with a horde of goblins and hobgoblins, hobgoblins and can be a nuisance; however, as long as you [[FishingForMooks carefully pick off her support]], she's easy to kill.



** CoolSword: Long Blades, which range from the relatively small falchions to [[{{BFS}} great swords]] to the improbably effective [[ImpossiblyCoolWeapon triple swords]]. In older versions, long blades could riposte to CounterAttack missed attacks; as of 0.29, their damage scales with dexterity instead of strength, making them well-suited to nimble fighters who prefer dodging attacks over wearing heavy armor.

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** CoolSword: Long Blades, which range from the relatively small falchions to [[{{BFS}} great swords]] to the improbably effective [[ImpossiblyCoolWeapon double and triple swords]]. In older versions, long blades could riposte to CounterAttack missed attacks; as of 0.29, their damage scales with dexterity instead of strength, making them well-suited to nimble fighters who prefer dodging attacks over wearing heavy armor.



** MartialArtsStaff: Comes in three flavors: plain quarterstaves, lajatangs (staves with blades on the ends), and [[MagicStaff magical staves]], which generally are [[MagicWand used to enhance your spellcasting]], but can have additional effects in combat (for example, a staff of fire will burn things you hit it with, a staff of poison will poison things, etc.). A quarterstaff is an easy and effective weapon for low-level characters, but the scarcity of staves means that your weapon upgrade opportunities will be limited if you choose to specialize in them (compared to, say, swords, which are abundantly available). Additionally, quarterstaves and lajatangs are two-handed weapons, so you won't be able to use a shield with them.

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** MartialArtsStaff: Comes in three flavors: plain quarterstaves, lajatangs (staves with blades on the ends), and [[MagicStaff magical staves]], which are generally are [[MagicWand used intended to enhance your spellcasting]], but can have additional effects in combat (for example, a staff of fire will burn things you hit it with, a staff of poison will poison things, etc.). A quarterstaff is an easy and effective weapon for low-level characters, but the scarcity of staves means that your weapon upgrade opportunities will be limited if you choose to specialize in them (compared to, say, swords, which are abundantly available). Additionally, quarterstaves and lajatangs are two-handed weapons, so you won't be able to use a shield with them.



*** TheArcher: Bows have a good balance between speed and power and are fairly easy to find off of the [[HorseArcher centaurs]] you'll be fighting.

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*** TheArcher: Bows have a good balance between speed and power and are fairly easy to find off of the [[HorseArcher centaurs]] you'll likely be fighting.
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* AllYourPowersCombined: The eight Rings of the Octopus King and the Trident of the Octopus King. Each ring is a slightly improved version of mundane rings found in the dungeon that adds minor boosts to your stats. However, each ring also adds +2 to the enchantment of the trident. As an octopode (the only species capable of wearing all the rings at once), it's theoretically possible to have a ''+24'' venomous trident while having +8 to HP, AC, EV, and SH, as well as flight, increased spellcasting success, extra MP, the ability to see invisible creatures, and resistance to fire, ice, acid, [[LifeDrain negative energy]], poison, and electricity. In practice, however, it's highly unlikely you'll find more than one or two of these items in a single game.

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* AllYourPowersCombined: The eight Rings of the Octopus King and the Trident of the Octopus King. Each ring is a slightly improved version of mundane rings found in the dungeon that adds minor boosts to your stats. However, each ring also adds +2 to the enchantment of the trident. As an octopode (the only species capable of wearing all the rings at once), it's theoretically possible to have a ''+24'' venomous trident while having +8 +16 to HP, AC, EV, and SH, as well as flight, increased spellcasting success, extra MP, the ability to see invisible creatures, and resistance to fire, ice, acid, [[LifeDrain negative energy]], poison, and electricity. In practice, however, it's highly unlikely you'll find more than one or two of these items in a single game.
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Also, the priest background is no longer available for any player characters.


** Hill Orc Priests of Beogh play this trope very straight. Beogh is an evil god who rewards killing, is stated to advocate the extermination or enslavement of non-orcs, and is generally kind of a {{Jerkass God|s}}. Worship them yourself and you'll be subjected to gushing praise by most of the orcs you come across who consider you their savior.
** Also worth mentioning is the enemy counterpart to the Hill Orc Priest, Saint Roka - a unique enemy cave orc. They have the same powers as a player priest of Beogh, including the ability to walk on water and a herd of adoring orcish followers who will lay down their lives for them. If the player character is a Hill Orc Priest of Beogh and has high enough piety, there's a chance that they can even convert Saint Roka themselves to their cause.

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** A Hill Orc Priests of worshipping Beogh play plays this trope very straight. Beogh is an evil god who rewards killing, is stated to advocate the extermination or enslavement of non-orcs, and is generally kind of a {{Jerkass God|s}}. Worship them yourself and you'll be subjected to gushing praise by most of the orcs you come across who consider you their savior.
** Also worth mentioning is the enemy counterpart to the Hill Orc Priest, worshipper of Beogh, Saint Roka - a unique enemy cave orc. They have the same powers as a player priest worshipper of Beogh, Beogh with a very high piety, including the ability to walk on water and a herd of adoring orcish followers who will lay down their lives for them. If the player character is a Hill Orc Priest of worshipping Beogh and has high enough piety, there's a chance that they can even convert Saint Roka themselves to their cause.
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Saint Roka's pronouns are they/them. And I'm not joking!


** Also worth mentioning is the enemy counterpart to the Hill Orc Priest, Saint Roka - a unique enemy cave orc. He has the same powers as a player priest of Beogh, including the ability to walk on water and a herd of adoring orcish followers who will lay down their lives for him. If the player character is a Hill Orc Priest of Beogh and has high enough piety, there's a chance that they can even convert Saint Roka himself to their cause.

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** Also worth mentioning is the enemy counterpart to the Hill Orc Priest, Saint Roka - a unique enemy cave orc. He has They have the same powers as a player priest of Beogh, including the ability to walk on water and a herd of adoring orcish followers who will lay down their lives for him. them. If the player character is a Hill Orc Priest of Beogh and has high enough piety, there's a chance that they can even convert Saint Roka himself themselves to their cause.
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Xom's piety meter isn't random and does provide meaning; the farther right, the better Xom likes you


** Usually, your standing with your god is indicated by a bar of 1 to 6 asterisks. However, for players who worship the chaos god Xom, there is absolutely nothing they can do to influence Xom's mood, so the asterisks simply dance around randomly and convey no meaning.

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** Usually, your Your standing with your god is indicated by a bar of 1 to 6 asterisks. However, for players who worship the chaos god Xom, While there is absolutely nothing they very little you can do to influence MadGod Xom's mood, so the asterisks simply dance around randomly and convey no meaning.piety meter still serves to indicate how well-disposed Xom feels towards you at the moment (and therefore how likely Xom is to be helpful). Followers of Gozag, meanwhile, have their piety meter replaced with how much gold they're carrying (as gold is all that Gozag cares for).

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** Kobolds and Halflings don't run faster than standard characters, but they do have reduced hit points, very good dodging aptitudes, and are encouraged to use the weapon school with the smallest attack delay.
* FriendToAllLivingThings:
** Followers of Elyvilon get the ability to pacify monsters, turning them neutral (which, for some reason, doesn't ''actually'' turn them friendly, just neutral; they'll still attack if you're in their way). They'll also attack hostile monsters, which you can sometimes exploit.

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** Kobolds and (and Halflings before their removal) don't run faster than standard characters, but they do have reduced hit points, very good dodging aptitudes, and are encouraged to use the weapon school with the smallest attack delay.
* FriendToAllLivingThings:
**
FriendToAllLivingThings: Followers of Elyvilon get the ability to pacify monsters, turning them neutral (which, for some reason, doesn't ''actually'' turn them friendly, just neutral; they'll still attack if you're in their way). They'll also attack hostile monsters, which you can sometimes exploit.


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* FuelMeterOfPower: With no way to replenish it, Ignis's piety meter serves as this. Once you've used up the last of Ignis's power, it's gone for good, leaving only a last vestigial rank of fire resistance.
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Adding this back since I'm pretty sure it's a correct use of this trope (and the current version is incorrect)


** A little bar of 1 to 6 asterisks indicates your standing with your god.

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** A little bar of 1 to 6 asterisks indicates Usually, your standing with your god.god is indicated by a bar of 1 to 6 asterisks. However, for players who worship the chaos god Xom, there is absolutely nothing they can do to influence Xom's mood, so the asterisks simply dance around randomly and convey no meaning.
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* RuleOfPerception: The Airstrike spell does bonus damage depending on how many squares of empty space are around the target - but only if your character can see those squares. If they can't, they don't get the empty space bonus even if it turns out that the square did in fact contain empty space.

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* NonHumanUndead: It's actually quite unus to see a human zombie, since the game allows undead of pretty much any species, and humans aren't very common enemies. There are also profane servitors, [[FallenAngel zombie angels]] raised for service by the unholy god Yredelemnul.

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* NonHumanUndead: NonHumanUndead:
**
It's actually quite unus unusual to see a human zombie, since the game allows undead of pretty much any species, and humans aren't very common enemies. There enemies.
** Despite the ability to make undead out of pretty much anything and everything (even creatures with no solid physical form can be raised as spectral things), there
are also still a few varieties that are more out-there than most, such as the AnimateBodyParts like flying skulls or curse toes, or profane servitors, servitors (essentially [[FallenAngel zombie angels]] raised for service by the unholy god Yredelemnul.angels]]), or death cobs (undead ''ears of corn'').
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** ZigZagged: For player characters the delay between attacks depends on the weapon's base attack delay and the user's skill with the weapon. NPCs attack once per global turn, meaning they attack faster than normal with heavy weapons such as scythes or giant clubs, but slower with daggers and shortswords.

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** ZigZagged: For player characters the delay between attacks depends on the weapon's base attack delay and the user's skill with the weapon. NPCs [=NPCs=] attack once per global turn, meaning they attack faster than normal with heavy weapons such as scythes or giant clubs, but slower with daggers and shortswords.
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Added DiffLines:

** ZigZagged: For player characters the delay between attacks depends on the weapon's base attack delay and the user's skill with the weapon. NPCs attack once per global turn, meaning they attack faster than normal with heavy weapons such as scythes or giant clubs, but slower with daggers and shortswords.

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Per TRS, and Self Imposed Challenge is YMMV, so moving it there


** Inversion: Deep Dwarves have a damage shaving feature that reduces all damage they take, but they [[BlessedWithSuck don't naturally regenerate HP.]] In prior versions, they needed they needed to use magical devices, potions, divine help, or magic to heal. However, instead of starting with a wand of healing and the ability to recharge wands, they can now use their MP to heal, with a 25% of losing 1 permanent MP per heal. Deep Dwarves can be a difficult race to play, but are very popular for real-time and turn-count speedrunning.

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** Inversion: Deep Dwarves have a damage shaving feature that reduces all damage they take, but they [[BlessedWithSuck don't naturally regenerate HP.]] In prior versions, they needed they needed to use magical devices, potions, divine help, or magic to heal. However, instead of starting with a wand of healing and the ability to recharge wands, they can now use their MP to heal, with a 25% of losing 1 permanent MP per heal. Deep Dwarves can be a difficult race to play, but are very popular for real-time and turn-count speedrunning.



* SelfImposedChallenge:
** You only need 3 runes to unlock the [[VeryDefinitelyFinalDungeon Realm of Zot]], but many players go for more in bonus levels (a total of 15 can generate in any single game). When this wasn't enough, the developers started adding clearly uncompetitive joke builds. Enjoy your [[IntelligentGerbil Felid]] [[MasterOfNone Wanderer]] of [[MadGod Xom]].
*** In keeping with the challenge of collecting excess runes, prior to version 0.9 it was possible to obtain an infinite number of "Demonic Runes" from the endless demonic realms of Pandemonium. The record was ''over 250 runes''. This was eventually changed so demonic runes would stop generating after you got one.
** Some players may also go for {{Speedrun}}s (lowest number of turns, fastest real time), or ascend with the lowest level humanly possible.
** Another popular challenge is the "only move forward" game. You are not allowed to move back over any space you've already covered (unless you hit a dead end), and you must take the first down stair you see even if you don't think you're ready.
** The yearly tournaments award players points for successfully completing these. You get lots of points if you do [[BonusLevelOfHell The Tomb]] ''after'' you grab the Orb of Zot (which means you're facing both the native hordes of mummies as well as the [[DemonLordsAndArchdevils archdemons]] that keep popping in trying to get the orb back).
** There's also the "Makhbat" challenge, which revolves around playing a vampire of Makhleb who remains in bat form (where virtually your only means of attack is using the combat invocations Makhleb gives you).
** The Necro challenge, where only pure Necromancy spells that do not create allies can be used. No Regeneration or Bolt of Draining, no Animate Dead or Simulacrum, no melee or ranged weapons, no throwing weapons, no evocables, no spells from other schools... The only spells left to you are [[AgonyBeam Pain]], [[PercentDamageAttack Agony]], VampiricDraining, [[TurnUndead Dispel Undead]], [[CastFromHitPoints Sublimation of Blood]], [[MaximumHPReduction Borgnjor's Revivification]], and [[DangerousForbiddenTechnique Death's Door]].

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** Spriggans and felids are faster than ordinary enemies, but at a price. Spriggans cannot wear many types of armor (including gloves, boots, and any form of body armor that isn't a OneSizeFitsAll like robes or dragon scales) and are [[FragileSpeedster painfully fragile]]. Felids, meanwhile, can't use ''any'' weapons or armor and are ''even more'' fragile, though at least they get [[VideoGameLives extra lives]] to compensate.

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** Spriggans Tengu, spriggans, and felids are faster than ordinary enemies, but at a price.price. Tengu are fairly frail and move at average speed until they start flying at level 5. Spriggans cannot wear many types of armor (including gloves, boots, and any form of body armor that isn't a OneSizeFitsAll like robes or dragon scales) and are [[FragileSpeedster painfully fragile]]. Felids, meanwhile, can't use ''any'' weapons or armor and are ''even more'' fragile, though at least they get [[VideoGameLives extra lives]] to compensate.compensate.
** Merfolk are faster than average, but only in water. On land (i.e. most of the game), they move at normal speed, and quite a few things that live in watery areas are ''also'' faster in water.



* ScaryStingingSwarm: Swarms of killer bees can be found in the game; they are extremely fast and their stings can quickly inject lethal amounts of poison. Sometimes, you can find a beehive, which contains a great many bees as well as a queen bee, which can send the other bees berserk. Farther down the dungeon, you can start running into meliai, which are bee-person priestesses that add smiting and an axe into the mix. When fighting [[WhenTreesAttack shambling mangroves]] in the [[BubblegloopSwamp Swamp]], sometimes you'll wind up agitating a hive of hornets with paralytic stings that was in their branches.

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* ScaryStingingSwarm: Swarms of killer bees can be found in the game; they are extremely fast and their stings can quickly inject lethal amounts of poison. Sometimes, you can find a beehive, which contains a great many bees as well as a queen bee, which can send the other bees berserk. Farther down the dungeon, you can start running into meliai, which are bee-person priestesses that add smiting and an axe into the mix. When fighting [[WhenTreesAttack shambling mangroves]] in the [[BubblegloopSwamp Swamp]], sometimes you'll wind up agitating a hive hives of hornets with paralytic stings that was hornets living in their branches.



** If you get Polymorphed, you'll be Mode Locked into that form until it wears off, even if you know the spell that lets you [[VoluntaryShapeshifting assume that form at will]].

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** If you get Polymorphed, polymorphed, you'll be Mode Locked into that form until it wears off, even if you know the spell that lets you [[VoluntaryShapeshifting assume that form at will]].



* SuckingInLines: Unlike most spells which hit the enemy instantly, the [[NamesToRunAwayFromReallyFast Orb of Destruction]] spends its first turn hovering stationary in front of the caster. On turn two it takes off, rapidly gaining speed and power before enveloping the target in a tender [[LudicrousGibs 9d21 embrace]]. (For the lay person, 9d21 can potentially translate to 150+ damage. ThereIsNoKillLikeOverkill, indeed.)

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* SuckingInLines: Unlike most spells which hit the enemy instantly, the [[NamesToRunAwayFromReallyFast Orb of Destruction]] spends its first turn hovering stationary in front of the caster. On turn two it takes off, rapidly gaining speed and power before enveloping the target in a tender [[LudicrousGibs 9d21 embrace]]. (For [[note]]For the lay person, 9d21 can potentially translate to 150+ damage. ThereIsNoKillLikeOverkill, indeed.)[[/note]]



*** Crazy Yiuf, a named gnoll. So dangerous that he's not even allowed to wander the dungeon - he lives in a special pre-designed area behind a runed door that you have to choose to open. Why is he so dangerous? He always spawns with a quarterstaff of chaos, an unpredictable weapon that could heal you, turn you invisible, or (far more likely) electrocute you for enough damage to one-shot most low-level characters.

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*** Crazy Yiuf, a named gnoll. So dangerous that he's not even allowed to wander the dungeon - -- he lives in a special pre-designed area behind a runed door that you have to choose to open. Why is he so dangerous? He always spawns with a quarterstaff of chaos, an unpredictable weapon that could heal you, turn you invisible, or (far more likely) electrocute you for enough damage to one-shot most low-level characters.

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* MasterOfNone: Player gnolls are this; it's intrinsically ''impossible'' for them specialize in anything, by design.

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* MasterOfNone: Player gnolls are this; it's intrinsically ''impossible'' impossible for them specialize in anything, anything by design.



** The unique enemies have names; when you see one, you know you're in for a more difficult battle than normal. As of 0.15, they even have [[RedBaron their own titles]], such as "Eustachio the Magnificent" or "Snorg the Insatiable".

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** The unique enemies have names; when you see one, you know you're in for a more difficult battle than normal. As of 0.15, they even have [[RedBaron their own titles]], such as "Eustachio "[[EnemySummoner Eustachio the Magnificent" Magnificent]]" or "Snorg "[[TheBerserker Snorg]] [[BigEater the Insatiable".Insatiable]]".



* NonHumanUndead: It's actually quite rare to see a human zombie, since the game allows undead of pretty much any species, and humans aren't very common enemies. There are also profane servitors, [[FallenAngel zombie angels]] raised for service by the unholy god Yredelemnul.

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* NonHumanUndead: It's actually quite rare unus to see a human zombie, since the game allows undead of pretty much any species, and humans aren't very common enemies. There are also profane servitors, [[FallenAngel zombie angels]] raised for service by the unholy god Yredelemnul.



** Downplayed as of more recent versions. Strength is important for most melee weapons and is especially necessary if you want to be wearing anything but the lightest armor. Dexterity, meanwhile, is helpful for stealth, dodging, using a shield, and wielding blades or ranged weapons. If you're primarily relying on magic, you'll still want as much intelligence as you can get, but the other two aren't the same {{Dump Stat}}s they used to be.



* OurDwarvesAreAllTheSame: Not quite, but still [[MassiveRaceSelection playable]]. Deep Dwarves are tough and capable necromancers and priests, but they lack natural regeneration. The Mountain Dwarves that were present in earlier versions resembled the traditional Tolkeinian dwarves more.

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* OurDwarvesAreAllTheSame: Not quite, but were still [[MassiveRaceSelection playable]]. playable]] up until version 0.29. Deep Dwarves are were tough and capable necromancers and priests, but they lack lacked natural regeneration. The Mountain Dwarves that were present in earlier versions resembled the traditional Tolkeinian dwarves more.



* OurGhostsAreDifferent: [[UndeathAlwaysEnds And slayable!]] ([[RunningGag Get]] [[IncrediblyLamePun it?]]) A player character who dies may leave a ghost that carries on most of the deceased player's abilities and weaknesses as well as a [[GhostlyGoals fair share of hatred]] towards anyone attempting to complete the Orb quest - that is, [[MacroGame new player characters]].
* OurGhoulsAreCreepier: [[MassiveRaceSelection And playable!]] They have claws, high strength, a nice set of immunities, and heal when they kill things, but also have [[DumbMuscle the lowest base intelligence in the game]] and do not regenerate naturally when monsters are nearby.
* OurGoblinsAreDifferent: [[DefiedTrope But not playable]], unless you count kobolds, who make acceptable mages and are quite good at stealth and [[BackStab backstabbing]], especially since they naturally see less of the dungeon than normal.

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* OurGhostsAreDifferent: [[UndeathAlwaysEnds And slayable!]] ([[RunningGag Get]] [[IncrediblyLamePun it?]]) A player character who dies may leave a ghost that carries on most of the deceased player's abilities and weaknesses as well as a [[GhostlyGoals fair share of hatred]] towards anyone attempting to complete the Orb quest - that is, [[MacroGame new player characters]].
characters]]. There's also a fair number of different ghostly enemies with varying abilities.
* OurGhoulsAreCreepier: [[MassiveRaceSelection And playable!]] They have claws, high strength, a nice the full set of immunities, undead resistances/immunities, and heal when they kill things, but also have [[DumbMuscle the lowest base intelligence in the game]] and do not regenerate naturally when monsters are nearby.
* OurGoblinsAreDifferent: [[DefiedTrope But not playable]], unless you count kobolds, who make acceptable mages and are quite good at stealth and [[BackStab backstabbing]], especially since they naturally see less of the dungeon than normal. Goblins and hobgoblins are still present as early-game enemies, though.



** And playable - not as a race, but as a form. The player can learn the Necromutation spell, which will result in a temporary transformation into a lich. As a result, the player gains improved stats, a fairly potent draining touch and the various resistances and vulnerabilities associated with being undead. There are downsides, though: you can't drink potions anymore, and if you worship one of the good gods and cast the spell, you're instantly excommunicated.

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** [[RunningGag And playable - playable]] -- not as a race, but as a form. The player can learn the Necromutation spell, which will result in a temporary transformation into a lich. As a result, the player gains improved stats, a fairly potent draining touch and the various resistances and vulnerabilities associated with being undead. There are downsides, though: you can't drink potions anymore, and if you worship one of the good gods and cast the spell, you're instantly excommunicated.excommunicated (though you'd already be in hot water with your god for spending so much time learning Necromancy to begin with).



* OurMermaidsAreDifferent: [[MassiveRaceSelection And playable!]] They're of the "tails transform into legs" type, and are as capable on land as any other race. They get major bonuses to speed and evasion in water, and they have ''the'' best [[BladeOnAStick polearms]] aptitude of any race.

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* OurMermaidsAreDifferent: [[MassiveRaceSelection And playable!]] They're of the "tails transform into legs" type, and are as capable on land as any other race. They get major bonuses to speed and evasion in water, and they have ''the'' best [[BladeOnAStick polearms]] aptitude of any race. They're also not bad with [[CoolSword long blades]], which complement their nimble builds.



* OurVampiresAreDifferent: [[OverlyLongGag And playable!]] Crawl's vampires can voluntarily switch between being alive and undead, by either shedding or replenishing all their blood. A "living" vampire has enhanced healing, but otherwise has the same vulnerabilities as any living creature in addition to weaknesses to [[HolyBurnsEvil holy weapons and magic]]. An undead vampire is frail and doesn't heal very well, but is incredibly stealthy, resists many things that would harm a living creature, and can transform into a bat if it needs a quick escape.

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* OurVampiresAreDifferent: [[OverlyLongGag And playable!]] Crawl's vampires can voluntarily switch between being alive and undead, by either shedding or replenishing all their blood. A "living" vampire has enhanced healing, but otherwise has the same vulnerabilities as any living creature in addition to weaknesses to [[HolyBurnsEvil holy weapons and magic]]. An undead vampire is frail and doesn't heal very well, but is incredibly stealthy, resists many things that would harm a living creature, and can transform into a bat if it needs they need a quick escape.



** A little bar of 1 to 6 asterisks indicates your standing with your god. However, for players who worship the chaos god Xom, there is absolutely nothing they can do to influence Xom's mood, so the asterisks simply dance around randomly and convey no meaning.

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** A little bar of 1 to 6 asterisks indicates your standing with your god. However, for players who worship the chaos god Xom, there is absolutely nothing they can do to influence Xom's mood, so the asterisks simply dance around randomly and convey no meaning.



* PoisonIsEvil: In previous versions, The Shining One, god of goodness and paladins, included using poison against enemies in its long list of "thou shalt nots". That said, the Shining One didn't consider it to be nearly as bad as, say, necromancy and would allow the use of poison against unintelligent creatures like animals and bugs, as well as against evil creatures. (Though, to be fair, the list of evil creatures is mostly undead and demons, almost all of which are immune to poison anyway.)

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* PoisonIsEvil: In previous versions, The Shining One, god of goodness and paladins, included using poison against enemies in its long list of "thou shalt nots". That said, the Shining One didn't consider it to be nearly as bad as, say, necromancy [[BlackMagic necromancy]] and would allow the use of poison against unintelligent creatures like animals and bugs, as well as against evil creatures. (Though, to be fair, the list of evil creatures is mostly undead and demons, almost all of which are immune to poison anyway.)



*** The potion of mutation inflicts random mutations on you, which can be good; however, you can just as easily get negative mutations this way.
*** The potion of attraction will temporarily pull monsters close to you. While this can be helpful for fighting opponents with potent ranged attacks or for stabbing sleeping monsters without waking them up, you can't choose ''not'' to attract monsters, even if they're ones you would really rather not stand next to.
** There used to be more potions that inflicted deleterious status effects such as confusion, poison, decay, etc., but these were phased out. Even these used to be useful thanks to the spell Evaporate, which flash-boiled a potion to create an improvised hand-grenade and would apply any effects of a negative potion to the resulting steam cloud. (For ecample, potions of decay would create clouds of miasma instead of normal steam.) When Evaporate was removed in 0.12, there was no longer any worthwhile reason to use these potions, so they've been gradually phased out.

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*** The potion of mutation inflicts random mutations on you, which can be good; however, there's nothing stopping you can just as easily get negative mutations this way.
from also getting a bunch of bad mutations.
*** The potion of attraction will temporarily pull monsters close to you. While this can be helpful for fighting opponents with potent ranged attacks or for stabbing sleeping monsters without waking them up, you can't choose ''not'' to attract monsters, even if they're ones you would really rather not stand be standing next to.
** There used to be more potions that inflicted deleterious status effects such as confusion, poison, decay, etc., but these were phased out. Even these used to be useful thanks to the spell Evaporate, which flash-boiled a potion to create an improvised hand-grenade and would apply any effects of a negative potion to the resulting steam cloud. (For ecample, example, potions of decay would create clouds of miasma instead of normal steam.) When Evaporate was removed in 0.12, there was no longer any worthwhile reason to use these potions, so they've been gradually phased out.



** Tengu, a race of bird people; they don't have wings, but they get the ability to magically fly anyway upon reaching level 5.

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** Tengu, a race of bird people; BirdPeople; they don't have wings, but they get the ability to magically fly anyway upon reaching level 5.



* PowersViaWeapon: The main reason artifact weapons are desirable, aside from their typically high stats, is that they grant additional abilities and resistances when wielded.

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* PowersViaWeapon: The main reason artifact weapons are desirable, aside from their typically high stats, enchantments, is that they grant additional abilities and resistances when wielded.



* PrecisionGuidedBoomerang: Boomerangs are a ranged weapon which, as expected, return to the thrower after being thrown, allowing them to be reused. Previous versions had weapons of returning, which were specifically enchanted to return when thrown.

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* PrecisionGuidedBoomerang: Boomerangs are a ranged throwing weapon which, as expected, return to the thrower after being thrown, thrower, allowing you to reuse them without having to be reused.go pick them up. Previous versions had weapons of returning, which were specifically enchanted to return when thrown.



** InUniverse, Xom is a god of Chaos that grants you rewards and punishments that are largely random. Xom is also possibly the only deity in anything that literally [[LampshadeHanging calls itself the Random Number God]]. (Some of the time, at least -- Xom can be referred to by several different titles, one of which is periodically chosen randomly.)

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** InUniverse, Xom is a god of Chaos that grants you rewards and punishments that are largely random. Xom is also possibly the only deity in anything that literally [[LampshadeHanging calls itself the Random Number God]]. (Some of the time, at least -- Xom can be referred to by several different titles, one of which is periodically chosen randomly.chosen, appropriately enough, at random.)



** Djinn don't use spell books; instead, they are gifted a random new spell every few levels. While they can use all schools of magic equally well, you're not guaranteed to wind up with spells you want (or that are particularly useful).

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** Djinn don't use spell books; instead, they are gifted a random new spell every few levels. While they can use all schools of magic equally well, you're not guaranteed to wind up with spells you want or that your god would approve of (or even ones that are particularly useful).



*** Vehumet is the god of destructive magic, and will assist you in learning spells as long as they involve blowing stuff up.
* ReligionOfEvil: Some gods are tagged as evil by the game. In general, their followers don't act much differently from most other gods (most gods don't care from whom the blood flows, so long as it does), but the triumvirate of Good hate these gods above all others.

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*** Vehumet is the god of destructive magic, and will assist you in learning and using spells as long as they said spells involve blowing stuff up.
* ReligionOfEvil: Some gods are tagged as evil by the game. In general, their followers don't act much differently from most other gods (most gods don't care from whom the blood flows, comes so long as it does), flows), but the triumvirate of Good hate these gods above all others.



** Kikubaaqudgha is the god of pain, torment and necromancers.
** Beogh is the god of orcish war, bloodshed and a [[DarkMessiah messianic crusade]] to bring the world under orcish domination. Notably, it acts very much like a Good deity...''toward orcs''. Everyone else is fair game to be killed.

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** Kikubaaqudgha is the god of pain, torment torment, and necromancers.
** Beogh is the god of orcish war, bloodshed bloodshed, and a [[DarkMessiah messianic crusade]] to bring the world under orcish domination. Notably, it acts very much like a Good deity... ''toward faithful orcs''. Everyone else (including any orcs who ''haven't'' embraced the cause) is fair game to be killed.



** Makhleb is a ChaoticEvil god of destruction, bloodshed and demons, one of the many seeking the world's destruction. [[invoked]]

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** Makhleb is a ChaoticEvil god of destruction, bloodshed bloodshed, and demons, one of the many seeking the world's destruction. [[invoked]][[invoked]]
** Dithmenos is the god of darkness and seeks to return reality to the shadows. It shrouds followers in an umbra (essentially an anti-halo) and grants them various shadowy powers.

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* DevilsPitchfork: Hell Knights and other demon-aligned monsters can carry demon tridents.

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** Being [[TakenForGranite petrified]] does not stop constricting attacks. Turning something that is actively strangling you to stone does nothing to relax its grip.
* DevilsPitchfork: Hell Knights knights, red devils, and other demon-aligned monsters can carry demon tridents.tridents. They're one of the best one-handed polearms available.
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An Axe To Grind is no longer a trope


** [[CarryABigStick Maces & Flails]] don't do anything special like other kinds of weapons ([[CoolSword Long Blades]] use dexterity instead of strength, [[AnAxeToGrind Axes]] can cleave to hit multiple creatures at once, [[BladeOnAStick Polearms]] give your attacks a longer reach), but they feature solid, dependable damage at decent speed for moderate skill investment.

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** [[CarryABigStick Maces & Flails]] don't do anything special like other kinds of weapons ([[CoolSword Long Blades]] use dexterity instead of strength, [[AnAxeToGrind Axes]] Axes can cleave to hit multiple creatures at once, [[BladeOnAStick Polearms]] give your attacks a longer reach), but they feature solid, dependable damage at decent speed for moderate skill investment.



*** A downplayed example: Ignacio the demon executioner. Sure he has the same super speed all executioner demons have, but his [[AnAxeToGrind heavily enchanted executioner's axe]] takes his power to a whole new level.

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*** A downplayed example: Ignacio the demon executioner. Sure he has the same super speed all executioner demons have, but his [[AnAxeToGrind heavily enchanted executioner's axe]] axe takes his power to a whole new level.



** AnAxeToGrind: Axes are fairly strong weapons that can cleave through to hit multiple targets. To compensate, they tend to be fairly slow.

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** AnAxeToGrind: Axes: Axes are fairly strong weapons that can cleave through to hit multiple targets. To compensate, they tend to be fairly slow.
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* WeaponOfChoice: ''Crawl'' features plenty of different kinds of weaponry with which to bludgeon, bisect, behead, dismember, and otherwise murderize your foes.

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* WeaponOfChoice: WeaponBasedCharacterization: ''Crawl'' features plenty of different kinds of weaponry with which to bludgeon, bisect, behead, dismember, and otherwise murderize your foes.
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* BossRush: This can sometimes happen by accident if the game happens to spawn several unique enemies on the same floor, as you can end up rapidly facing one unique after another.
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* BladeSpam: The Manifold Assault spell warps space in paradoxical ways, allowing a single melee weapon to strike multiple targets at the same time.


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* GravityMaster: Warpers (wizards specializing in Translocation magic) have some aspects of this. They can manipulate gravity to compress groups of enemies together, and some of their spells bend and warp space for various effects.
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* SymmetricEffect: Torment, Vulnerability, and Silence all affect everyone within sight, including the player or monster creating the effect. Immunity is very rare.
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* AtomicSuperpower: The Irradiate spell allows the player to unleash mutagenic energies on their surroundings, deforming any enemies unlucky enough to be nearby. The player also gets a hefty dose of the mutagenic contamination too, so this spell is dangerous to perform too often.
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* VideoGameCaringPotential: Pikel is always accompanied by a group of lemures - damned souls who were bound into servitude to him and who have to fight alongside him. If you manage to kill Pikel without killing them, the bond is broken and they thank you for releasing them.

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* GardenOfEvil: Oklob plants form these. They are large plants that spit acid at the player with stunning accuracy; staying in one's range for too long is going to hurt both the player character and their precious equipment. Worshipers of Fehdas Madash can even grow said Oklob plants.

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* GardenGarment: The Robe of Vines is a [[ExactlyWhatItSaysOnTheTin robe made from living vines]] which bonds symbiotically with the wearer, giving them regenerative powers similar to those of a Vine Stalker (but also giving them the same weakness of being unable to gain healing from potions).
* GardenOfEvil: Oklob plants form these. They are large plants that spit acid at the player with stunning accuracy; staying in one's range for too long is going to hurt both the player character and their precious equipment. Worshipers Worshippers of Fehdas Madash can even grow said Oklob plants.

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* BottomlessMagazines: Played straight with ranged weapons as of 0.29, all of which have been granted infinite ammunition. Thrown weapons are still consumables and tend to be in limited supply, however.



** Played straight with Formicids, who can wield two-handed weapons as if they were one-handed thanks to having four arms and being StrongAnts. They're still not quite strong enough for ogre-sized giant clubs, though.

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** Played straight with Formicids, who can wield two-handed weapons as if they were one-handed thanks to having four arms and being StrongAnts. They're still not quite even strong enough for to swing ogre-sized giant clubs, though.though they need all four arms to do it and can't quite manage to fling large rocks.



* StrongAnts: The Formicids, a race of ant people. Their four arms combined with insect-style strength allow them to wield [[OneHandedZweihander two-handed weapons]] and a shield simultaneously, though they can't quite lift ogre-sized weapons.

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* StrongAnts: The Formicids, a race of ant people. Their four arms combined with insect-style strength allow them to wield [[OneHandedZweihander two-handed weapons]] and a shield simultaneously, though simultaneously; they can't quite lift can also use ogre-sized weapons.weapons, but need all four arms to do it.



** CarryABigStick[=/=]EpicFlail: The Maces & Flails category, which also includes [[WhipItGood whips]] and [[DropTheHammer hammers]]. [[BoringButPractical While they may not do anything fancy]], they have several good options for both one- and two-handed use, and ogres and trolls can use the phenomenally powerful giant clubs and giant spiked clubs. Also, none of the Maces & Flails will [[HydraProblem chop off hydra heads]].
** CoolSword: Long Blades, which range from the relatively small falchions to [[{{BFS}} great swords]] to the improbably effective [[ImpossiblyCoolWeapon triple swords]]. As of version 0.19, all Long Blades can perform a counter attack called a riposte against any attack that misses you.
** DeviousDaggers: Short Blades; many of them are rather longer than a knife, but they're still considered shorter than the [[CoolSword Long Blades]]. They're very fast and are great for {{Back Stab}}bing things, but have trouble with heavily armored opponents.

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** CarryABigStick[=/=]EpicFlail: The Maces & Flails category, which also includes [[WhipItGood whips]] and [[DropTheHammer hammers]]. [[BoringButPractical While they may not do anything fancy]], they have several good options for both one- and two-handed use, and ogres ogres, trolls, and trolls formicids can use the phenomenally powerful giant clubs and giant spiked clubs. Also, none of the Maces & Flails will [[HydraProblem chop off hydra heads]].
** CoolSword: Long Blades, which range from the relatively small falchions to [[{{BFS}} great swords]] to the improbably effective [[ImpossiblyCoolWeapon triple swords]]. As of version 0.19, all Long Blades can perform a counter attack called a In older versions, long blades could riposte against any attack that misses you.
to CounterAttack missed attacks; as of 0.29, their damage scales with dexterity instead of strength, making them well-suited to nimble fighters who prefer dodging attacks over wearing heavy armor.
** DeviousDaggers: Short Blades; many of them are rather longer than a knife, dagger, but they're still considered shorter than the [[CoolSword Long Blades]]. They're very fast and are great for {{Back Stab}}bing things, but have trouble with heavily armored opponents.



** Then, in terms of ranged weaponry, you have:

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** Then, in terms There are also a variety of ranged weaponry, you have:weapons available. In previous versions, they were considered different classes of weapons entirely, but 0.29 lumped them all under the same skill. In rough order of strength:
*** SufferTheSlings: Slings are faster than bows or crossbows, but don't do as much damage. On the plus side, they can still be used effectively with a shield.



*** Crossbows are more powerful and accurate than bows, but slower. There aren't any {{Automatic Crossbow}}s, but a high enough skill level lets you reload one pretty darned fast.
*** SufferTheSlings: Slings are faster than bows or crossbows, but don't do as much damage. On the plus side, they can still be used effectively with a shield.
*** Throwing weapons, including darts, [[BattleBoomerang boomerangs]], and [[JavelinThrower javelins]], are also available. They aren't quite as effective as weapons that require a launcher, but you don't need a free hand to throw them, they can still do considerable amounts of damage in the hands of a skilled user, and they also have innate properties to make up for the lack of weapon enchantment (darts are tipped with various kinds of [[PoisonedWeapons poison]] that can inflict StatusEffects, [[PrecisionGuidedBoomerang boomerangs return to the user]], and javelins pierce through everything in their path). Ogre-sized players gain access to large rocks, which are some of the most damaging projectiles out there despite having no other special properties.

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*** Crossbows are more the most powerful and accurate than bows, ranged weapons, but slower. also the slowest. There aren't any {{Automatic Crossbow}}s, but a high enough skill level lets you reload one pretty darned fast.
*** SufferTheSlings: Slings are faster than bows or crossbows, but don't do as much damage. On the plus side, they can still be used effectively with a shield.
*** Throwing weapons, including darts, [[BattleBoomerang boomerangs]], and [[JavelinThrower javelins]], are also available. They aren't quite as effective as weapons that require a launcher, but you don't need a free hand to throw them, they can still do considerable amounts of damage in the hands of a skilled user, and they also have innate properties to make up for the lack of weapon enchantment (darts are tipped with various kinds of [[PoisonedWeapons poison]] that can inflict StatusEffects, [[PrecisionGuidedBoomerang boomerangs return to the user]], and javelins pierce through everything in their path). Ogre-sized players gain access to large rocks, which are some of the most damaging projectiles out there despite having no other special properties.
fast.



*** Throwing weapons, including darts, [[BattleBoomerang boomerangs]], and [[JavelinThrower javelins]], are also available. They aren't quite as effective as weapons that require a launcher and supplies are limited, but you don't need a free hand to throw them, they can still do considerable amounts of damage in the hands of a skilled user, and they also have innate properties to make up for the lack of weapon enchantment (darts are tipped with various kinds of [[PoisonedWeapons poison]] that can inflict StatusEffects, [[PrecisionGuidedBoomerang boomerangs return to the user]], and javelins pierce through everything in their path). Ogre-sized players gain access to large rocks, which are some of the most damaging projectiles out there despite having no other special properties.



** Shambling mangroves are big threats in the Swamp. Their heavy blows are tempered by slower-than-average movement, though they have quite a few abilities to compensate: unimpeded movement through the bog water that can slow down players, entangling roots that slow movement down even further, and the occasional nest of paralytic hornets that is aggravated by outside assaults...

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** Shambling mangroves are big threats in the Swamp. Their heavy blows are tempered by slower-than-average movement, though they have quite a few abilities to compensate: unimpeded movement through the bog water that can slow down players, entangling roots that slow movement down even further, and the occasional nest of paralytic hornets that is easily aggravated by outside assaults...assaults.



** Players may drink potions of lignification to turn into animate trees. You can't move and can barely dodge, but squishier characters can get a much-needed defense boost along with resistance to poison and complete immunity to [[LifeDrain negative energy attacks]].

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** Players may drink potions of lignification to turn into animate trees. You can't move and can barely dodge, but squishier characters can get a much-needed defense boost along with resistance to poison and complete immunity to [[LifeDrain negative energy attacks]].[[PercentDamageAttack Torment]]. You also can't ''be'' moved, which can come in handy when fighting enemies that can shove or blink you around.



* WithGreatPowerComesGreatInsanity: Louise the Corrupted apparently started out as an adventurer just like you, but became trapped in the chaotic Abyss for almost a decade. Years of surviving the abyssal horrors made her incredibly powerful, but she is also completely insane.

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* WithGreatPowerComesGreatInsanity: Louise the Corrupted apparently started out as an adventurer just like you, but became trapped in the chaotic Abyss for almost a decade. Years of surviving the abyssal horrors made her incredibly quite powerful, but she is also completely insane.

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* MagicWand: ''Crawl'' does feature a number of magic wands, but those more closely fit the BoomStick trope. It's actually the magical staves that are {{Magic Wand}}s; for example, the staff of channeling allows the player to regenerate their magic points, the staff of wizardry makes it easier to cast spells, and there are staves for most of the schools of magic that boost the power of spells in those schools.

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* MagicWand: ''Crawl'' does feature a number of magic wands, but those more closely fit the BoomStick trope. It's actually the [[MagicStaff magical staves staves]] that are {{Magic Wand}}s; for example, the staff of channeling allows the player to regenerate their magic points, the staff of wizardry makes it easier to cast spells, and there are staves for most several varieties of the schools magical staves, each of magic that which boost the power of spells in those schools.specific schools. Several rarer, more powerful artifact staves also exist.



** Transmuters eventually get access to forms which let them deal massive damage in melee and often grant resistances or extra health. It takes a long time to get those spells, however, and in the meantime they suffer a lot of drawbacks compared to other classes - they can't easily wear heavy armor (it interferes with spellcasting) yet they still have to engage in melee; they are often fighting unarmed; they have to split their skill points between combat and spellcasting in order to access the higher level spells; and even if they do manage to pick up some decent lightweight armor, they cannot benefit from it when transformed as it will merge with their body until they change back.

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** Transmuters eventually get access to forms which let them deal massive damage in melee and often grant resistances or extra health. It takes a long time to get those spells, however, and in the meantime they suffer a lot of drawbacks compared to other classes - they can't easily wear heavy armor (it interferes with spellcasting) spellcasting), yet they still have to engage in melee; they are often fighting unarmed; unarmed, so they can't benefit from the extra damage or brands a weapon can provide; they have to split their skill points between combat and spellcasting in order to access the higher level spells; and even if they do manage to pick up some decent lightweight armor, they cannot benefit from it when transformed as it will merge with their body until they change back.



** Before their removal, Flaming Corpses were literal men on fire; more precisely, they were the reanimated remains of people who burned to death. They existed only to set other things ablaze -- namely you. And they ran faster than you unless you were playing a fast race like a centaur or a spriggan.
* MassiveRaceSelection: The latest version has 27 playable species, most with odd natural abilities/disadvantages (the large races, for example, cannot wear most of the armour in the game).

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** Before their removal, Flaming Corpses flaming corpses were literal men on fire; more precisely, they were the reanimated remains of people who burned to death. They existed only to set other things ablaze -- namely you. And they ran faster than you unless you were playing a fast race like a centaur or a spriggan.
spriggan. 0.28 added searing wretches as a sort of spiritual successor to flaming corpses; they're slower, but have the ability to temporarily strip fire resistance from their targets.
* MassiveRaceSelection: The latest version has 27 playable species, most with odd natural abilities/disadvantages (the large races, species, for example, cannot wear most of the armour in the game).



** ''Crawl'' also has Maximum MP Damage, though only deep dwarves have to worry about it; deep dwarves have an emergency ability that can instantly heal you much like drinking a potion of heal wounds, but it has a chance of permanently removing one of your maximum MP. In older versions, player mummies had an ability that could restore their stats and some rotted HP at the cost of one point of maximum MP.

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** ''Crawl'' also has used to have Maximum MP Damage, though only deep dwarves have and mummies had to worry about it; deep it. Deep dwarves have had an emergency ability that can could instantly heal you them much like drinking a potion of heal wounds, but it has a chance of permanently removing one of your maximum MP. In older versions, player mummies Mummies had an ability that could restore their stats and some rotted HP (normally a job for potions, which they can't drink) at the cost of one point of maximum MP.



** Cheibrados is the god of this. Following it reduces your movement speed to the point where moving in combat is extremely dangerous (as everything attacking you will get in several free hits), but your stats are greatly enhanced and you gain some extremely powerful abilities. Since your stats govern your dodging and shield abilities, this also makes you quite tanky.

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** Cheibrados Cheibriados is the god of this. Following it reduces your movement speed to the point where moving in combat is extremely dangerous (as everything attacking you will get in several free hits), but your stats are greatly enhanced and you gain some extremely powerful abilities. Since your stats govern your dodging and shield abilities, this also makes you quite tanky.



* MookMedic: Groups of orcs will often have an orc priest with them who can provide healing support. Gnoll shamans fulfil a similar role in gnoll packs.

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* MookMedic: Groups of orcs will often have an orc priest with them who can provide healing support. Gnoll shamans fulfil boudas fulfill a similar role in gnoll packs.



* MothMenace: Ghost moths are permanently invisible, drain the player's magic, and have a poisonous, stat-draining bite. Slightly less threatening are moths of wrath, which can cause nearby enemies to go berserk.

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* MothMenace: Ghost moths are permanently invisible, can drain the player's magic, magic from a distance, and have a poisonous, stat-draining bite. sting. Slightly less threatening are moths of wrath, which can cause nearby enemies to go berserk.berserk, and sun moths, which glow and [[PowerOfTheSun blast things with rays of light]].



* MultiRangedMaster: Similarly, players can master different kinds of ranged weapons, though only throwing weapons and [[SufferTheSlings slings]] crosstrain with each other.

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* MultiRangedMaster: MultiRangedMaster:
**
Similarly, players can master different kinds of ranged weapons, though only throwing weapons and [[SufferTheSlings slings]] crosstrain with each other.other.
** 0.29 lumped all ranged launchers into a single skill, which governs your ability to use anything from slings to bows to crossbows.



** Transforming oneself into a giant ice beast is very effective when fighting monsters not resistant to cold. However, transmuters can also use the spell to cross ponds of water with ease. Said ice beast also happens to be resistant to poison, making it useful for eating poisonous corpses.

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** Transforming oneself into a giant ice beast is very effective when fighting monsters not resistant to cold. However, transmuters can also use the spell to cross ponds of water with ease. Said ice beast also happens to be resistant to poison, making ease, and its innate poison resistance makes it useful for eating fighting poisonous corpses.creatures.

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Baleful Polymorph was renamed per TRS


* BalefulPolymorph:
** Circe ([[SpellMyNameWithAnS called Kirke in this game]]) is a unique sorceress, and like in the classic story, she has a spell that turns you into a pig. She is also surrounded by pigs that change back into humans when you beat her.
** Prince Ribbit has this trope as his backstory, inspired by the [[Creator/TheBrothersGrimm Brothers Grimm]] fairy tale "Literature/TheFrogPrince". He's a human [[BewitchedAmphibians trapped in the body of a frog]], although you only discover this after killing him, which [[NoOntologicalInertia reverts his body back to its original form]].
** The wand of polymorph allows you to inflict this on enemies (or them on you, if you're unlucky). If you target an enemy, the game will generate three possible target forms for them, one of which will be chosen randomly if the polymorph succeeds. This is particularly good for depriving humanoids of the weapons and magic that make them dangerous, although it is possible to create a much worse threat than the original if you're not careful.


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* ForcedTransformation:
** Circe ([[SpellMyNameWithAnS called Kirke in this game]]) is a unique sorceress, and like in the classic story, she has a spell that turns you into a pig. She is also surrounded by pigs that change back into humans when you beat her.
** Prince Ribbit has this trope as his backstory, inspired by the [[Creator/TheBrothersGrimm Brothers Grimm]] fairy tale "Literature/TheFrogPrince". He's a human [[BewitchedAmphibians trapped in the body of a frog]], although you only discover this after killing him, which [[NoOntologicalInertia reverts his body back to its original form]].
** The wand of polymorph allows you to inflict this on enemies (or them on you, if you're unlucky). If you target an enemy, the game will generate three possible target forms for them, one of which will be chosen randomly if the polymorph succeeds. This is particularly good for depriving humanoids of the weapons and magic that make them dangerous, although it is possible to create a much worse threat than the original if you're not careful.

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*** Meteorae are perhaps the clearest example. As celestial creatures, they are easily found by the denizens of the dungeon -- they inherently glow, greatly hindering their stealth, and Zot tracks them 10 times faster than any other species, leaving them with little time to explore and fight without suffering a NonStandardGameOver.



* FlyingWeapon: The spell Tukima's Dance will temporarily animate an enemy's weapon into a Dancing Weapon, which will float around and attack on its own (previous versions had it animate the user's weapon instead). There's also the Hall of Blades and the (now removed) Tukima's Studio sublevels, which are both full of {{Flying Weapon}}s.

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* FlyingWeapon: The spell Tukima's Dance will temporarily animate an enemy's weapon into a Dancing Weapon, which will float around and attack on its own (previous versions had it animate the user's weapon instead). There's also the Hall of Blades and the (now removed) Tukima's Studio sublevels, which are both full of {{Flying Weapon}}s.



* HealingPotion: ''Crawl'' uses two kinds of healing potion. Potions of curing heal only a small amount of HP, but will cure you of any negative status effects. The other type, potions of heal wounds, offer a much larger chunk of pure hit-point healing. The latter used to also be available in the form of a wand of heal wounds, which has since been removed; wands used to be favored a bit more than the potion version before item destruction was removed.

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* HealingPotion: ''Crawl'' uses two kinds of healing potion. Potions of curing heal only a small amount of HP, but will cure you of any several negative status effects. The other type, potions of heal wounds, offer a much larger chunk of pure hit-point healing. The latter used to also be available in the form of a wand of heal wounds, which has since been removed; wands used to be favored a bit more than the potion version before item destruction was removed.



** The Abyss is this crossed with HyperspaceIsAScaryPlace. The realm of Lugonu the Unformed is a series of five endless, constantly-shifting planes that serve as a garbage dump for banished creatures and a native home for {{Eldritch Abomination}}s. There's one rune to be found there, though its location is ever-changing until you find it.

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** The Abyss is this crossed with HyperspaceIsAScaryPlace. The realm of Lugonu the Unformed is a series of five seven endless, constantly-shifting planes that serve as a garbage dump for banished creatures and a native home for {{Eldritch Abomination}}s. There's one rune to be found there, though its location is ever-changing until you find it.



** Prior to version 0.15, holy monsters ''might'' spare you from attack even if you were a pious worshipper of a good god, but this protection was not guaranteed. In later versions, they don't even make that distinction and will attempt to destroy any player character on sight regardless of which god they worship. At least The Shining One no longer smites you when you kill holy creatures.

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** Prior to version 0.15, holy monsters ''might'' spare you from attack even if you were a pious worshipper of a good god, but this protection was not guaranteed. In later versions, they don't even make that distinction and will attempt to destroy any player character on sight regardless of which god they worship. At least The Shining One no longer smites you when you kill holy creatures.



* HumansAreAverage: Mostly played straight; humans get no special abilities and have average apitudes, but they're tied with [[OurGoblinsAreDifferent kobolds]] and {{halfling}}s for fastest level gain in the game. Thanks to the game's AntiGrinding philosophy, this means they're able to avoid CantCatchUp.

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* HumansAreAverage: Mostly played straight; humans get no special abilities and have average apitudes, aptitudes, but they're tied with [[OurGoblinsAreDifferent kobolds]] and {{halfling}}s for fastest level gain in the game. Thanks to the game's AntiGrinding philosophy, this means they're able to avoid CantCatchUp.



* HumanShield: If under ranged attack, you can try to use another enemy as cover. Of course, this only works if your attacker actually cares about collateral damage. Dragons will happily incinerate allies to get to you.

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* HumanShield: If under ranged attack, you can try to use another enemy as cover. Of course, this only works if your attacker actually cares about collateral damage. Dragons damage; dragons will happily incinerate allies to get to you.



* InvisibleMonsters: Unseen horrors are naturally invisible (and horrible). Several spellcasters can ''turn'' invisible temporarily, but you could walk right into an unseen horror while it is asleep without seeing it. Fortunately, there are ways to see invisible creatures -- certain races can see invisible on their own (Felids, Nagas, Spriggans, Vampires, and Palentongas), and others can use a ring, enchanted hat, or random artifact (though such equipment is often quite rare). Alternatively, you can use a divine halo, force them to move into something that would be displaced (like fog or water), or just set them on fire. Even if you lack all of these powers, invisible monsters can sometimes be discerned by the disturbances in the air the make, indicated by a humanoid outline. If you have a rough idea where they are, you can drop an area-effect spell or ability on them, and if you're fighting one in a one-tile wide corridor, that means you can just keep swinging in a single direction, shoot down the corridor or use beam spells, items, and abilities - you're bound to hit it at least some of the time.

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* InvisibleMonsters: Unseen horrors are naturally invisible (and horrible). Several spellcasters can ''turn'' invisible temporarily, but you could walk right into an unseen horror while it is asleep without seeing it. Fortunately, there are ways to see invisible creatures -- certain races can see invisible on their own (Felids, Nagas, Spriggans, Vampires, and Palentongas), and others can use a ring, enchanted hat, or random artifact (though such equipment is often quite rare). Alternatively, you can use a divine halo, force them to move into something that would be displaced (like fog or water), or just set them on fire. Even if you lack all of these powers, invisible monsters can sometimes be discerned by the disturbances in the air the they make, indicated by a humanoid outline. If you have a rough idea where they are, you can drop an area-effect spell or ability on them, and if you're fighting one in a one-tile wide corridor, that means you can just keep swinging in a single direction, shoot down the corridor or use beam spells, items, and abilities - you're bound to hit it at least some of the time.



* LetsFightLikeGentlemen: The Shining One demands this of its followers. In practice, this means that the character worshiping The Shining One is punished for using {{Back Stab}}s or [[BlackMagic necromancy]]. Older versions also included poison in the list of disapproved tactics.

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* LetsFightLikeGentlemen: The Shining One demands this of its followers. In practice, this means that the character worshiping The Shining One is forbidden from using {{Back Stab}}s and punished for using {{Back Stab}}s or [[BlackMagic necromancy]]. Older versions also included poison in the list of disapproved tactics.
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** Lehudib'sCrystalSpear: The absolute strongest single-target attack spell in the game (that isn't a OneHitKill, at least), but has a short range and is somewhat inaccurate.

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** Lehudib'sCrystalSpear: Lehudib's Crystal Spear: The absolute strongest single-target attack spell in the game (that isn't a OneHitKill, at least), but has a short range and is somewhat inaccurate.



* DungeonShop: Played straight in that shops do appear seemingly randomly throughout the dungeon - however, this may be a JustifiedTrope, as the game canonically contains "interdimensional caravans" which appear to use portals to travel from place to place. There is also a god of gold, Gozag, who can summon merchants into the dungeon.

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* DungeonShop: Played straight in that shops do appear seemingly randomly throughout the dungeon - -- however, this may be a JustifiedTrope, as the game canonically contains "interdimensional caravans" which appear to use portals to travel from place to place. There is also a god of gold, Gozag, who can summon merchants into the dungeon.



* EldritchLocation: The Abyss is a plane of chaos with no recognizable structure, so alien and twisted that even the unfathomable Zot cannot pursue the player here - which is not much of a consolation, because the Abyss is one of the more dangerous places to find yourself. The realm is full of demons and {{Eldritch Abomination}}s, and its layout twists and warps constantly, pulling you deeper and deeper into its depths the longer you stay there. It's also the place where the evil god Lugonu the Unformed lives. Followers of Lugonu can get the ability to jump in and out of the Abyss at will, as well as banish other creatures to the Abyss.

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* EldritchLocation: The Abyss is a plane of chaos with no recognizable structure, so alien and twisted that even the unfathomable Zot cannot pursue the player here - -- which is not much of a consolation, because the Abyss is one of the more dangerous places to find yourself. The realm is full of demons and {{Eldritch Abomination}}s, and its layout twists and warps constantly, pulling you deeper and deeper into its depths the longer you stay there. It's also the place where the evil god Lugonu the Unformed lives. Followers of Lugonu can get the ability to jump in and out of the Abyss at will, as well as banish other creatures to the Abyss.



* ElementalArmor: Ozocubu's Armor is a spell that generates armor made of ice.

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* ElementalArmor: Ozocubu's Armor Armour is a spell that generates armor made of ice.ice. The god Ignis grants its followers the ability to [[WreathedInFlames shroud themselves in fiery armor]].



** The Sandblast spell requires rocks to be used as a base component. Older versions gave you the option of casting it without rocks at the cost of decreased power and range.

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** The Sandblast spell requires used to require rocks to be used as a base component. Older versions gave you the option of casting it without rocks at the cost of decreased power and range.range, while the new version just makes it take a bit longer to cast than most spells.



* EmotionBomb: The Anguish spell can cause enemies to become stricken with guilt, causing them to experience the pain of any injury that they inflict upon you.

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* EmotionBomb: The Anguish spell can cause enemies to become stricken with guilt, causing them to experience the pain of any injury that they inflict (whether upon you.you or your allies).



* EvilIsEasy: Played straight with the gods. Good gods hold their followers to much higher standards compared to evil gods. All of the good gods have long laundry lists of things that they dislike. Compare this to the evil gods: Beogh only has one real BerserkButton (desecrating orc corpses and altars). Kikubaquudgha and Mahkleb don't even have that — the only way to upset them is abandonment.

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* EvilIsEasy: Played straight with the gods. Good gods hold their followers to much higher standards compared to evil gods. All gods; all of the good gods have long laundry lists of things that they dislike. Compare this to the evil gods: Beogh only has one real BerserkButton (desecrating orc corpses and altars). Kikubaquudgha and Mahkleb don't even have that — the only way to upset them is abandonment.



* FallenAngel: Profane Servitors, ex-Angels/Daevas corrupted by Yredelemnul, are much stronger than regular Angels and come with an aura that shields everything that tries to kill you. [[CrossMeltingAura They're also immune to holy damage]]. Worshiping Yredelemnul only protects you from the aura.

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* FallenAngel: Profane Servitors, ex-Angels/Daevas corrupted by Yredelemnul, are much stronger than regular Angels and come with an aura that shields everything that tries to kill you. [[CrossMeltingAura They're also immune to holy damage]]. Worshiping Yredelemnul yourself only protects you from the aura.



** Zealot - Includes every class that starts out with a religion: berserkers, chaos knights, and abyssal knights.

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** Zealot - Includes every class that starts out with a religion: berserkers, chaos knights, and abyssal knights.knights, and cinder acolytes.

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*** The main attack spells of the Earth Magic school (Stone Arrow, Iron Shot, Lehudib's Crystal Spear) simply fire a physical projectile at a single target. No frills or flashy mechanics like area-of-effect, piercing, or elemental damage, but raw physical damage is one of the hardest things in the game to resist; even the mightiest of demon lords will have a hard time shrugging off a sustained barrage of iron shots or crystal spears.



** Sandblast: Blasts enemies with ambient dungeon grit. Deals surprisingly high damage for a level 1 spell, but requires 1.5 turns to cast, and its damage is heavily reduced by armor.
** Passwall: Allows the user to pass straight through one or more tiles of plain rock wall. Requires several turns standing around meditating (depending on how many tiles you're passing through), but is a godsend for players who want to sneak up on things or just want to take shortcuts. Doesn't work on any walls harder than rock.
** Stone Arrow: Launches a stony projectile for straightforward, reliable physical damage.
** Animate Armour: Summons the spirit of your equipped body armor, creating a durable (albeit slow-moving) ally. Heavier armor makes for stronger allies, but as ArmorAndMagicDontMix, wearing heavy armor makes the spell harder to use.
** Leda's Liquefaction: Turns an area around you to mud, slowing groundbound enemies and hindering melee combat.
** Petrify: [[TakenForGranite Attempts to turn an enemy to stone.]] Petrified enemies are somewhat damage-resistant, but are helpless to defend themselves (especially against skilled stabbers or stronger Earth Magic useful against brittle targets).
** Borgnjor's Vile Clutch: Summons a line of zombie hands that clutch at enemies, pinning them in place and constricting them to cause damage and reduce evasion.
** Lee's Rapid Deconstruction: Violently fragments walls or other brittle objects to create damaging shrapnel, though it's not strong enough to completely destroy walls. Especially effective against monsters made of brittle substances (bone, stone, ice, metal, etc)
** Iron Shot: Launches a metal projectile for solid physical damage. Like Stone Arrow, but much stronger.
** Statue Form: [[ElementalShapeshifter Turns you into an animate statue.]] You'll be very durable and resistant to electricity, poison, and negative energies, but you'll also move and act more slowly.
** Lehudib'sCrystalSpear: The absolute strongest single-target attack spell in the game (that isn't a OneHitKill, at least), but has a short range and is somewhat inaccurate.
** Shatter: Wreaks utter devastation on the dungeon around you; deals heavy damage to everything onscreen, and is capable of breaking down all but the mightiest of walls. However, it doesn't do much to flying or insubstantial enemies, and is extremely loud to boot.



** All the good gods will occasionally protect you from damage that would have killed you. It's not a reliable way to escape death, though -- at most it buys you one more turn.

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** All the good gods will occasionally protect you from damage that would have killed you. It's not a reliable way to escape death, though -- at most it buys often, it'll just buy you one more turn.

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