History VideoGame / DungeonCrawl

5th May '16 10:01:56 AM spudwalt
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* MirrorBoss: What makes the unique rakshasa Mara so dangerous. He has the ability to create an exact copy of anything within his line of sight, and most of the time, that'll be you. Fortunately, he can only create one such copy of a given creature at a time; you can make your copy somewhat more managable by [[WithThisHerring wielding something completely unsuitable as a weapon and/or wearing inferior equipment]], but it won't do anything to your copy's spellcasting ability. Once your copy is out, you can switch back to your normal gear and commence battling as usual.

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* MirrorBoss: What makes MirrorBoss:
** Mara,
the unique rakshasa Mara so dangerous. He rakshasa, has the ability to create an exact copy of anything within his line of sight, and sight; most of the time, that'll be you. Fortunately, he can only create one such copy of a given creature at a time; you can make time.
** Some players advise making
your copy somewhat more managable by [[WithThisHerring wielding something completely unsuitable as a weapon and/or wearing inferior equipment]], but it won't do anything to this is generally considered poor advice. Changing your equipment doesn't affect your copy's spellcasting ability. Once ability, and fiddling around with your inventory just gives Mara that much more time to kill you, as he's no pushover even without summoning a copy of you. The best defense with Mara is out, you can switch back to your normal gear and commence battling as usual.often a good offense, or better yet, running away.
5th May '16 9:56:25 AM spudwalt
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** The spell Conjure Ball Lightning creates some friendly ball lightning, which immediately make for the nearest monster and explodes in a giant electrical discharge.

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** The spell Conjure Ball Lightning creates some friendly ball lightning, which immediately make makes for the nearest monster and explodes in a giant electrical discharge.



** There are also animated statues and a special type of [[ChestMonster mimic]] called the feature mimic, which pretends to be a door, staircase, or some other major dungeon feature before attacking.
* {{Animorphism}}: Transmuters have a few spells for self-transformation into animals, Spider Form being the most easily attainable. Vampires can also transform into bats at will if their blood level isn't too high.

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** There are also a few kinds of animated statues and a special type of in certain rare vaults.
**
[[ChestMonster mimic]] Mimics]] used to be this. There were two types: one that would pretend to be an item and another, called the feature mimic, which pretends that pretended to be a door, staircase, or some other major dungeon feature before attacking.
feature. Both would attack you when approached, but in later versions they just vanish when you reveal their true nature.
* {{Animorphism}}: Transmuters have a few spells for self-transformation into animals, Spider Form being the most easily attainable. Vampires can also transform into bats at will if their blood level isn't they aren't too high.full of blood.



* ArtificialBrilliance: Enemies in Crawl are aware of the classic roguelike trick of "lead them into a narrow corridor and whittle them down one-by-one", and some will take measures to foil it. Enemies will attempt to surround you if they can, sometimes even voluntarily taking a hit in order to get better position. Enemies who rely on ranged attacks, such as centaurs, also won't easily fall for the trick of being lured round a corner; they'll usually keep their distance so that they can shoot at you from afar.

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* ArtificialBrilliance: Enemies in Crawl are aware of the classic roguelike trick of "lead them into a narrow corridor and whittle them down one-by-one", and some will take measures to foil it. Enemies will attempt to surround you if they can, sometimes even voluntarily taking a hit in order to get a better position. Enemies who rely on ranged attacks, such as centaurs, also won't easily fall for the trick of being lured round a corner; they'll usually keep their distance so that they can shoot at you from afar.



** Subverted with the Storm spells, as they appear to be impractical due to their high level and hunger cost. Smart players can lower/bypass the costs for casting them and it's [[GameBreaker well worth the effort to acquire one.]]

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** Subverted with the Storm spells, as they appear to be impractical due to their high level and hunger cost. Smart players can lower/bypass the costs for casting them and it's it can be [[GameBreaker well worth the effort to acquire one.]]master one]] in the [[BonusLevelOfHell late-game areas]].



** [[BonusDungeon Ziggurats]], which, as stated above, contain 27 floors of increasing difficulty.
** As of version 0.16, clearing a ziggurat makes any others you enter [[UpToEleven even harder]]!

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** A literal example in the four Hells, four areas chock-full of demons and other monsters based around their theme, each with an incredibly powerful demon lord at the bottom. While you explore the Hells, you are periodically assaulted by "a mystical force", which does various bad stuff to you.
** Other optional end-game areas include the [[BlobMonster Slime Pits]], the mummy-filled Tomb of the Ancients, the reality-bending [[HyperspaceIsAScaryPlace Abyss]], and the infinite demonic realms of Pandemonium.
** [[BonusDungeon Ziggurats]], which, as stated above, contain 27 floors of increasing difficulty.
**
difficulty. As of version 0.16, clearing a ziggurat makes any others you enter [[UpToEleven even harder]]!



** Ru the Awakened is another god example, on the same lines as Ashenzari. Despite calling for some potentially gruesome sacrifices like [[AnArmAndALeg your arm(s)]], [[EyeScream an eye]], or love for cosmic power Ru is apathetic and doesn't even care at all if abandoned.

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** Ru the Awakened is another god example, on the same lines as Ashenzari. Despite calling for some potentially gruesome sacrifices like [[AnArmAndALeg your arm(s)]], hand]], [[EyeScream an eye]], or love for cosmic power power, Ru is apathetic and doesn't even care at all if abandoned.you abandon it. Of course, you're not getting that hand back if you do...



** 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 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 into one of their followers.

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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 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. 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 into one of to their followers.cause.



** The god Yredelemnul in particular seems to enjoy being casted as an inverse to the Gods of Good. Like the three good gods, Yredelemnul has a long list of deprecated acts; in fact, Yredelemnul is the only non-good god who has a condition for instant excommunication. Yredelemnul also creates [[FallenAngel Fallen Angels]] and will even grant you some of them as servants.

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** The god Yredelemnul in particular seems to enjoy being casted cast as an inverse to the Gods of Good. Like the three good gods, Yredelemnul has a long list of deprecated acts; in fact, Yredelemnul is the only non-good god who has a condition for instant excommunication. Yredelemnul also creates [[FallenAngel Fallen Angels]] and will even grant you some of them as servants.



** The Sickness status condition also knocks out your natural regeneration for a while. It's generally a good idea to wait for it to wear off before you start exploring again.

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** Various items and spells, like an amulet of regeneration, troll leather armor, or the [[ExactlyWhatItSaysOnTheTin Regeneration]] spell, will increase how quickly you regenerate health.
** The Sickness status condition also knocks out your natural regeneration for a while. It's generally a good idea to wait for it to wear off before you start exploring again.



** An odd example: Ilsuiw the mermaid water witch is described as using her beauty to lure enemies to a watery grave. Normal mermaids ''do'' have this as an ability, they can entrance the player making it impossible to move away and having a chance of making the player walk toward them, possibly into deep water. Ilsuiw, however, does ''not'' have this ability, making this a case of InformedAbility.

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** An odd example: Ilsuiw the mermaid water witch is described as using her beauty to lure enemies to a watery grave. Normal mermaids ''do'' have this as an ability, ability: they can entrance the player player, making it impossible to move away and also having a chance of making the player walk toward them, possibly into deep the water. Ilsuiw, however, does ''not'' have this ability, making this a case of InformedAbility.



** Certain player characters may gain the ability to breathe fire via mutations, spells or racial abilities ([[BreathWeapon Red Draconians]], for example). Demonspawns may obtain a racial mutation that allows them to hurl {{hellfire}}.

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** Certain player characters may gain the ability to breathe fire via mutations, spells or racial abilities ([[BreathWeapon Red Draconians]], for example). Demonspawns Demonspawn may obtain a racial mutation that allows them to hurl {{hellfire}}.



* KungFuWizard: Transmuters get levels in unarmed combat, making them surprisingly good brawlers. This is to encourage them to use shape-shifting spells; in most non-human forms, unarmed combat is the only type of combat possible.

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* KungFuWizard: Transmuters get Any magic-using character can take levels in unarmed combat, making but Transmuters are particularly good at it. They start with levels in unarmed combat, letting them surprisingly good brawlers. This is to encourage them to use their [[ShapeshifterWeapon shape-shifting spells; in combat forms]] more effectively. In most non-human non-humanoid forms, unarmed combat is the only type of combat possible.



** But played straight in the case of the many varieties of dragon armour, which magically fit on every race. This is justified, however, as dragon armour is created through the use of magic.
** And robes, though one can amuse themself with mental images of a spriggan whose robe trails three feet behind them or an ogre whose robe doesn't even reach their knees.

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** But played Played straight in the case of by the many varieties of dragon armour, which magically fit on every race. This is justified, however, [[JustifiedTrope justified]] as dragon armour is created through the use of magic.
** And robes, Robes and hats will also fit all races, though one can amuse themself with mental images of a spriggan whose robe trails three feet behind them or an ogre whose robe doesn't even reach their knees.



* PowerAtAPrice: This is the entire modus operandi of Ru, god of sacrifices. If you worship him, he will watch you as you fight through the dungeon, and periodically, will give you a choice of sacrifices to make. These are always fundamental aspects of your being without which you are weaker; for example, you can sacrifice your natural resistance to the elements, making you vulnerable to fire and cold. The bigger the personal sacrifice, the more Ru will reward you with divine powers.

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* PowerAtAPrice: This is the entire modus operandi of Ru, god of sacrifices. If you worship him, he Ru, it will watch you as you fight through the dungeon, and periodically, will periodically give you a choice of sacrifices to make. These are always fundamental aspects of your being without which you are weaker; for example, you can sacrifice your natural resistance to the elements, making you vulnerable to fire and cold. The bigger the personal sacrifice, the more Ru will reward you with divine powers.



* SchizophrenicDifficulty: The AI director vascillates between being a MontyHaul and (much more frequently) KillerGameMaster, with the consistency of a manic ten year old on pixi stix. Sometimes you get a dragon hide on the first floor, sometimes you get a ''dragon'' on the first floor. (This is thankfully ''extremely'' rare, but an out-of-depth dragon is still possible. More likely and almost as bad, you might run into a slightly out-of-depth giant ant on floor 2, which can run you down with its high speed and poison you with its bite.) Some days its all rings and randarts, sometimes the AI just decides to spawn [[BlobMonster fifty jellies]]. Players learn to laugh about it, or cry.

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* SchizophrenicDifficulty: The AI director vascillates between being a MontyHaul and (much more frequently) KillerGameMaster, with the consistency of a manic ten year old on pixi stix. Sometimes you get a dragon hide on the first floor, sometimes you get a ''dragon'' on the first floor. (This is thankfully ''extremely'' rare, but an out-of-depth dragon is still possible. More likely and almost as bad, you might run into a slightly out-of-depth [[BigCreepyCrawlies giant ant on floor 2, ant]], which can run you down with its high speed and poison you with its bite.) Some days its all rings and randarts, sometimes the AI just decides to spawn [[BlobMonster fifty jellies]]. Players learn to laugh about it, or cry.



** Necro challenge, where only pure Necromancy spells that do not create allies can be used. No Regen or Bolt of Draining or similar,no Animate Dead or Simulacrum no melee or ranged weapons, no throwing, no evocables,no spells from other schools.

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** The Necro challenge, where only pure Necromancy spells that do not create allies can be used. No Regen Regeneration or Bolt of Draining or similar,no Draining, no Animate Dead or Simulacrum Simulacrum, no melee or ranged weapons, no throwing, throwing weapons, no evocables,no evocables, no spells from other schools.schools... The only spells left to you are [[AgonyBeam Pain]], [[PercentDamageAttack Agony]], VampiricDraining, [[TurnUndead Dispel Undead]], Corpse Rot, [[CastFromHitPoints Sublimation of Blood]], Cigotuvi's Embrace, and [[MaximumHPReduction Borgnjor's Revivification]]



** Unless you're a Merfolk, Octopode, or Gray Draconian (the first two can swim while the third doesn't need to breathe). Crawl's interface stops the player walking into deep water (and warns the player about trying to move near deep water while confused). Flying players can drown if their flight wears off over open water.

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** Unless you're a Merfolk, Octopode, or Gray Draconian (the first two can swim while one of the third doesn't need three races specifically adapted to breathe).life in water (merfolk, octopode, or grey draconian), you'll drown if you somehow enter deep water, even if you're undead. Crawl's interface stops the player walking into deep water (and warns the player about trying to move near deep water while confused). Flying players can drown if their flight wears off over open water.



* TacticalDoorUse: A surprisingly viable tactic. While anything with hands can open doors, animals and many monsters cannot, including dragons and elephants. It doesn't work againt jellies, though, as they can simply [[ExtremeOmnivore eat the door]].
* TakenForGranite: There's a Petrify spell which turns enemies to stone for a short time, and also a spell to turn the player into an animate statue (which makes them resistant to lots of kinds of damage). Statues are also pretty formidable enemies in the game, despite being unable to move. One unique enemy called Roxanne is the sapphire statue of a mage whose experiments with earth magic [[GoneHorriblyWrong Went Horribly Wrong]]. She can't move, but that doesn't stop her from casting spells...

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* TacticalDoorUse: A surprisingly viable tactic. While anything with hands can open doors, animals and many monsters cannot, including dragons and elephants. It doesn't work againt against jellies, though, as they can simply [[ExtremeOmnivore eat the door]].
* TakenForGranite: TakenForGranite:
**
There's a Petrify spell which turns enemies to stone for a short time, and also a spell to turn the player into an animate statue (which makes them resistant to lots of kinds of damage). Certain enemies, like basilisks or catoblepi, have special abilities that will petrify creatures.
**
Statues are also pretty formidable enemies in the game, despite being unable to move. One unique enemy called Roxanne is the sapphire statue of a mage whose experiments with earth magic [[GoneHorriblyWrong Went Horribly Wrong]]. She can't move, might be stuck as a statue, but that doesn't stop her from casting spells...



* TeleportInterdiction:
** The stasis effect (gained by wearing a magic amulet or being a Formicid) will prevent players from teleporting. This is a NecessaryDrawback, as stasis also prevents you from being paralyzed or slowed down, both of which can be very dangerous.
** Draconian Shifters in the Realm of Zot can also lock down your ability to teleport.
** Players used to be able to control their teleports and pick roughly where on the level they wanted to end up. Certain areas (usually at the ends of branches or in the [[BonusLevelOfHell Bonus Levels of Hell]]) would have a floor-wide effect that prevented the use of controlled teleports. Controlled teleportation, is a thing of the past, however, as of version 0.17.



** There's also the very rare artifact, Undeadhunter, which is a [[CarryABigStick great mace]] with a special "disrupt undead" brand. Said brand is, however, inferior to the holy wrath brand because it will not do extra damage to demonic creatures (and the good gods hate it, as it is fueled by necromancy instead of holy power).

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** There's also the very rare artifact, Undeadhunter, which is a [[CarryABigStick great mace]] with a special "disrupt undead" brand. Said brand is, however, inferior to less versatile than the holy wrath brand because it will not do extra damage to demonic creatures (and the good gods hate it, as creatures, but it is fueled by necromancy instead of does even more damage to undead than holy power).wrath.



* UnidentifiedItems: The game has identifier scrolls which are rather costly to buy from a shop (80 gp if it's identified), but luckily they are one of the most common scrolls in the game. If the save isn't "jinxed" to lack in the [=SoI=] department, it's a rather safe bet that if you have 4 or more of the same scroll in the early stages of the game, it's either Scroll of Identify, Scroll of Remove Curse, Scroll of Noise, or Scroll of Random Uselessness.

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* UnidentifiedItems: UnidentifiedItems:
** Pretty much every item you come across. The only ways to know what an item is before you even pick it up are if you bought it at a shop, it's an exceptionally rare and unique artifact, or if you saw a monster using it.
**
The game has identifier scrolls which are you can use to identify items. They're rather costly to buy from a shop (80 gp if it's identified), but luckily they are one of the most common scrolls in the game. If the save isn't "jinxed" to lack in the [=SoI=] Scroll of Identify department, it's a rather safe bet that if you have 4 or more of the same scroll in the early stages of the game, it's either Scroll of Identify, Scroll of Remove Curse, Scroll of Noise, or Scroll of Random Uselessness.Uselessness.
** Ashenzari, the god of Divination, will identify items for you if you're in good enough standing with it.



* WarElephants: Elephants are an enemy that appears in the Lair. Worse still are ''[[{{Hellhound}} Hell]]''ephants, and in Dungeon Sprint, Nellie the unique Hellephant.

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* WarElephants: Elephants are an enemy that appears Herds of wild elephants will appear in the Lair.Lair of Beasts. There are also dire elephants that occasionally show up later in the game. Worse still are ''[[{{Hellhound}} Hell]]''ephants, and in Dungeon Sprint, Nellie the unique Hellephant.



*** All of the ranged weaponry may be somewhat less useful against foes in close quarters, so players will often [[BowAndSwordInAccord carry a spare melee weapon]] in case they need it.

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*** All of the ranged weaponry may can be somewhat less useful against foes in close quarters, so players will often [[BowAndSwordInAccord carry a spare melee weapon]] in case they need it.



** Necromancy is a more straightforward version, allowing you (or your enemies) to raise a great quantity of undead creatures to sweep the floor.

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** Necromancy is a more straightforward version, allowing you (or your enemies) to raise a great quantity of undead creatures to sweep the floor. Your undead servants can't use stairs, though, so you'll have to make a new shambling horde for each floor.



** The orc's tactic can be used by players who worship Beogh (only possible if you're an orc yourself), giving you the ability to recruit and summon a battalion of orcs. The kicker is that two of the kinds of orcs you can recruit are respectively a summoner and a necromancer, squaring the whole zerg rushing potential.
** The last depth of the Vaults is essentially one giant Zerg Rush level. Every single staircase down from the previous level leads to the very center of the floor, where you are immediately ambushed by a giant circle of ''24'' Vault Guards, accompanied by various other generated monsters. Furthermore, there is open space in every direction, meaning that reinforcements will come running immediately. Thinking about escaping up the stairs and luring enemies up a few at a time? Vault Wardens may come along and block access to the stairs, leaving you completely surrounded by a mob of enemy monsters with no escape. A common strategy is to make a break for the chokepoints around the edges of the room - far from the stairs back up - and to fight against the endless waves of monsters until you die, or emerge victorious.

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** The orc's orcs' tactic can be used by players who worship Beogh (only possible if you're an orc yourself), giving you the ability to recruit and summon a battalion of orcs. The kicker is that two of the kinds of orcs you can recruit are respectively a summoner and a necromancer, squaring the whole zerg rushing potential.
** The last depth floor of the Vaults is essentially one giant Zerg Rush level. Every single staircase down from the previous level leads to the very center of the floor, where you are immediately ambushed by a giant circle of ''24'' Vault Guards, accompanied by various other generated monsters. Furthermore, there is open space in every direction, meaning that reinforcements will come running immediately. Thinking about escaping up the stairs and luring enemies up a few at a time? Vault Wardens may come along and block access to the stairs, leaving you completely surrounded by a mob of enemy monsters with no escape. A common strategy is to make a break for the chokepoints around the edges of the room - far from the stairs back up - and to fight against the endless waves of monsters until you die, or emerge victorious.
29th Apr '16 6:20:17 PM hawthorn
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* DownTheDrain: The Sewers, an early side area filled with green water and lots of poisonous enemies.

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* DownTheDrain: The Sewers, an early side area filled with green water and lots of poisonous enemies.aquatic/amphibious vermin.
29th Apr '16 6:14:11 PM hawthorn
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** Jessica is described as being an apprentice sorceress, which (by the real-world definition of the term "apprentice") means she should be studying under a master sorcerer. Instead she is found wandering the dungeon alone, with the existence of a teacher never even so much as hinted at in her dialogue.
29th Apr '16 5:45:17 PM hawthorn
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* ArtificialBrilliance: Enemies in Crawl are aware of the classic roguelike trick of "lead them into a narrow corridor and whittle them down one-by-one", and some will take measures to foil it, such as moving aside to allow another enemy to join the attack (even voluntarily taking a hit in the process); or, if it's feasible, finding an alternate route and moving around behind the player.

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* ArtificialBrilliance: Enemies in Crawl are aware of the classic roguelike trick of "lead them into a narrow corridor and whittle them down one-by-one", and some will take measures to foil it, such as moving aside it. Enemies will attempt to allow another enemy to join the attack (even surround you if they can, sometimes even voluntarily taking a hit in order to get better position. Enemies who rely on ranged attacks, such as centaurs, also won't easily fall for the process); or, if it's feasible, finding an alternate route and moving around behind the player.trick of being lured round a corner; they'll usually keep their distance so that they can shoot at you from afar.
29th Apr '16 3:51:35 PM hawthorn
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Added DiffLines:

* ArtificialBrilliance: Enemies in Crawl are aware of the classic roguelike trick of "lead them into a narrow corridor and whittle them down one-by-one", and some will take measures to foil it, such as moving aside to allow another enemy to join the attack (even voluntarily taking a hit in the process); or, if it's feasible, finding an alternate route and moving around behind the player.
29th Apr '16 2:51:13 PM hawthorn
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* CombatMedic: The Healer class is actually pretty effective at fighting to begin with, as they begin with skill in unarmed combat.



** The healer class has 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.)
** Ironically, since Elyvilon dislikes seeing allies die and many summon spells (and all necromancy) are "evil", healers are among the ''least'' likely characters to actually have allies.

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** The healer class has Followers of Elyvilon get the ability to pacify monsters, turning them neutral (which, for some reason, doesn't ACTUALLY ''actually'' turn them friendly, just neutral: neutral; they'll still attack if you're in their way. They'll also attack hostile monsters, which you can sometimes exploit.)
** Ironically, since Elyvilon dislikes seeing allies die and many summon spells (and all necromancy) are "evil", healers are among the ''least'' likely characters to actually have allies.
exploit).



** Fast travel to dungeon branches, shops, altars or player-set waypoints

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** Fast travel Auto-travel to dungeon branches, shops, altars or player-set waypointswaypoints (just tell the game where you want to go, and your character will start travelling there by the fastest route)



** Auto-fight: in the same manner as auto-explore, this simply instructs your character to attack the nearest monster, moving toward them if necessary.



* HilarityEnsues: The motivation for most of Xom's divine interventions. Followers of Xom can actually hear his laughter.

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* HilarityEnsues: The motivation for most of Xom's divine interventions. Followers of Xom can actually hear his laughter.him snickering.
28th Apr '16 7:44:24 AM hawthorn
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* CareBearStare: The healing ability granted by Elyvilon, goddess of healing, can pacify monsters and make them uninterested in fighting you.
* {{Cap}}: Lots and lots of them. The main reason for caps in this game is that spells increase in power as the player becomes more skilled in the appropriate school of magic, so there needs to be a limit or players would be able to cast very cheap low-level spells (eg. the level 1 Magic Dart spell) at a ludicrously high power level.

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* CareBearStare: The healing ability granted by Elyvilon, goddess god of healing, pacifism, can pacify calm monsters and make them uninterested in fighting you.
* {{Cap}}: Lots and lots of them. The main reason for caps in this game is that spells increase in power as the player becomes more skilled in the appropriate school of magic, so there needs to be a limit or players would be able to cast very cheap low-level spells (eg. the level 1 Magic Dart spell) at a ludicrously high power level.
you.


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* HilarityEnsues: The motivation for most of Xom's divine interventions. Followers of Xom can actually hear his laughter.
28th Apr '16 5:26:57 AM hawthorn
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* '''auto-explore''': A single key-command will cause your character to explore the dungeon by themselves until they encounter something interesting or dangerous, rather than making the the player trawl every inch of the dungeon manually. This makes for smooth, fast gameplay. It's especially good when playing in a terminal over SSH, or on a mobile device, where moving about can be slow or fiddly.

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* '''auto-explore''': A single key-command will cause your character to explore the dungeon by themselves until they encounter something interesting or dangerous, rather than making the the player trawl every inch of the dungeon manually. This makes for smooth, fast gameplay. It's especially good when playing in a terminal over SSH, or on a mobile device, where moving about can be slow or fiddly. Crawl even has a single-key "auto-attack" command, which will make your character attempt to attack the nearest enemy (moving toward them if necessary).


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* PowerAtAPrice: This is the entire modus operandi of Ru, god of sacrifices. If you worship him, he will watch you as you fight through the dungeon, and periodically, will give you a choice of sacrifices to make. These are always fundamental aspects of your being without which you are weaker; for example, you can sacrifice your natural resistance to the elements, making you vulnerable to fire and cold. The bigger the personal sacrifice, the more Ru will reward you with divine powers.
23rd Apr '16 6:42:45 AM hawthorn
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* '''emphasis on race over class''': character classes in ''Crawl'' are little more than a starting package of skills and equipment. It's possible for a player to change their character's role entirely over the course of a game. Race, on the other hand, makes a huge difference in what a player can do: a troll plays very differently to a halfling, for example. This is a reversal of the class-based gameplay in most other roguelikes.

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* '''emphasis on race over class''': character classes in ''Crawl'' are little more than a starting package of skills and equipment. It's possible for a player to change their character's role entirely over the course of a game. Race, on the other hand, makes a huge difference in what a player can do: a troll vampire plays very differently to a halfling, minotaur, for example. This is a reversal of the class-based gameplay in most other roguelikes.



* '''skill customization''': Players can choose which skills they want to emphasize above others, which means that every player is effectively multiclassing. For example, it's possible to start as a SquishyWizard and put all your skill points into Fighting, eventually turning them into a MagicKnight. In keeping with the emphasis on simplicity, customizing your skills is entirely optional - the game will actually manage this for you by default (by keeping track of whatever it is you do the most, and giving your skill points to those skills).
* '''religion''': ''Crawl'' has an entire pantheon of gods, which add a third dimension of religion to the race/class combination, usually giving you special powers and abilities while adding restrictions to what you can do in game (followers of good gods, for example, cannot use evil weapons). Although most other roguelikes have gods, they're more integral to playstyle in ''Crawl'' than in other games.
* '''auto-explore''': A simple keypress will cause your character to explore the dungeon by themself until they encounter something interesting or dangerous, making for very smooth gameplay. It's especially good when playing in a terminal over SSH, or on a mobile device.
* '''screen scrolling''': Your player character is always centered on screen. This is actually quite rare in roguelikes - possibly because most roguelikes had their beginnings in the 1980s, when shifting large numbers of text characters on a terminal would have been computationally intensive. Nowadays, it's less of a problem.

In terms of flavour, the game has a similar medieval fantasy setting to most roguelikes, having been inspired by most of them: elves, dwarves, and orcs all make an appearance; weapons are the typical array of medieval blades, sticks, and bows; magical wands, potions, and scrolls can be found everywhere, and of course, there are many, many, many monsters waiting to kill you. [[ExcusePlot The plot is minimal]]: the player's task is to go to the bottom of the dungeon, nab the [[MacGuffin Orb of Zot]], and escape.

to:

* '''skill customization''': Players At any time, players can choose which skills they want would like to emphasize above favor over others, which means that every player is effectively multiclassing. For example, it's possible to start as a SquishyWizard and put all your skill points into Fighting, eventually turning them into a MagicKnight. In keeping with the emphasis on simplicity, customizing your skills is entirely optional - the game will actually manage this for you by default (by keeping track of whatever it is you do the most, and giving assigning your earned skill points to those skills).
* '''religion''': ''Crawl'' has an entire pantheon of gods, gods for players to follow, which add a third dimension of religion to the race/class combination, usually giving you grant special powers and abilities while adding restrictions to what you can do in game (followers of good gods, for example, cannot use evil weapons). Although most other roguelikes have gods, they're more integral This adds a third dimension of religion to playstyle in ''Crawl'' than in other games.
the race/class combination.
* '''auto-explore''': A simple keypress single key-command will cause your character to explore the dungeon by themself themselves until they encounter something interesting or dangerous, rather than making the the player trawl every inch of the dungeon manually. This makes for very smooth smooth, fast gameplay. It's especially good when playing in a terminal over SSH, or on a mobile device.
device, where moving about can be slow or fiddly.
* '''screen scrolling''': Your player character is always centered on screen. This is actually quite rare in roguelikes - possibly -- probably because most roguelikes had their beginnings in the 1980s, when shifting large numbers of text characters on a terminal would have been computationally intensive. Nowadays, it's less of a problem.

In terms of flavour, flavor, the game has a similar medieval fantasy setting to most roguelikes, having been inspired by most of them: elves, dwarves, and orcs all make an appearance; weapons are the typical array of medieval blades, sticks, and bows; magical wands, potions, and scrolls can be found everywhere, and of course, there are many, many, many monsters waiting to kill you. [[ExcusePlot The plot is minimal]]: the player's task is to go to the bottom of the dungeon, nab the [[MacGuffin Orb of Zot]], and escape.
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