Dungeon Crawl: Difference between revisions

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* [[Theme Twin Naming]]: Dowan and Duvessa.
* [[The Unpronounceable]]: Crawl is notorious for featuring gods and monsters with names that are hard to spell correctly and often equally hard to pronounce: Kikubaaqudgha, Yredelemnul, Neqoxec, Ynoxinul, Ilsuiw... some of these names were reportedly created by allowing a cat to walk on the keyboard.
* [[Took a Level Inin Badass]]: Draconians are fairly lousy to begin with; they're quite strong, but their bodies are the wrong shape for most armour, and their dexterity is terrible. Then they advance to experience level 7, mature into their adult form, and suddenly they have a breath weapon that's only limited by their hunger and the few turns it takes to recharge it. (And for yellow draconians they don't even have to wait; they can spit acid at will.)
* [[Transformation Ray]]: the wand of polymorph other can transform a monster into another monster. This is actually quite risky, since it's very possible to create a worse threat than the original. The wand is ''supposed'' to transform a monster into a monster of similar threat, so a rat will never turn into a dragon, but even so, what the game considers a 'similar threat' is often quite unpredictable. The best use for this wand is to change a monster that you are poorly equipped to fight - for example, an ice beast when you only have ice spells.
* [[Trick Arrow]]: In 0.6 a variety of new projectile kinds have been added; <s> for example, arrows of reaping which, if they kill a monster and that monster leaves a corpse, turns that monster into a loyal zombie.</s> (...which were pulled right back out in 0.7. Oh well.) In 0.7, there was a new class, the Arcane Marksman, who can use magical enchantments on his bow to fire different kinds of magical arrows, but this was removed for 0.8
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* [[Villain Forgot to Level Grind]]: the reason why [[Dungeon Bypass]] works (sometimes). If you can't kill Sigmund the first time you meet, come back after you've levelled up (or else found something which will make it easier to kill him).
* [[Voluntary Shapeshifting]]: There's a school of magic which specializes in this, and vampires can change into bats. Merfolk transform their legs into mermaid-style tail when in water and back into feet when on land.
* [["Wake -Up Call" Boss]]: The first unique you meet. At this point in the game you probably haven't identified potions of healing or scrolls of teleportation. It's teaching you probably the most important lesson of Dungeon Crawl: pick your fights (especially if it's out of depth) and have an escape plan (scrolls of teleportation should not be a first choice for escape). It also teaches the second lesson: don't be afraid to fight. You’ll probably have to face them eventually, and if you just run through levels not fighting anything you’ll eventually meet something faster and stronger than you.
* [[Walk It Off]]: Most characters and monsters will gradually heal from almost all wounds. Some creatures can't regenerate - deep dwarves will never gain passive healing and vampires need blood to do so.
* [[Walking on Water]]: an ability given only to the most faithful worshippers of Beogh.